==This guide will not be finished, I’m too lazy. If ANYONE wants to attempt to write their own, on a reply a few down I put the rtf files of what’s written here, including forum formatting. None of this is copyrighted to me. Do what you want with it.=
-=Kalypso’s Hugo FAQ=-
Just to let you know, I’m by no means an expert Hugo player. In fact, when I play, I’m pretty much a scrub. I decided to try and change that by watching a good ammount of match videos, looking at his moves stats, organizing as much stuff as I could to find viable ways to win. Such things will be what this post is composed of strategy-wise, things I have observed in videos and heard about in threads. ANYTHING you may have to add to this guide, if I find it useful I will add it in. As with all of my posts like this, I would rather this be a discussion than a one-sided lecture. Anyway, without further delay, the guide to the guide!
Also, if I have typos or clerical errors, please point them out. I’d like this to be as easy to read as possible.
Standards
For damage, I have chosen to perform combos in Training Mode on a Playstation 2, against a Computer Dummy Ken. Settings Default. I could have used Karathrow’s stats, however I found it more benefitial to simply do them myself for a few reasons. First of all, Karathrow’s combo damage calculation is more complicated than me simply doing it myself. Second, I did not write or have anything to do with Karathrow, not saying it’s unreliable but I’d rather confirm things myself. What I will be using are Karathrow stun values, and other assorted things such as frame data.
Karathrow Data for Hugo- http://web.archive.org/web/20040415190636/www.karathrow.com/hugo.html
Some overheads and such will work vs Ken, but not vs other characters crouching. I will test them all eventually, that will be a future update.
Motions
qcf - Quarter Circle Forward (Down, Down-Forward, Forward)
qcb - Quarter Circle Back (Down, Down-Back, Back)
dpf - Dragon Punch Forward (Forward, Down, Down-Forward)
dpb - Dragon Punch Back (Back, Down, Down-Back)
hcf - Half Circle Forward (Back, Back-Down, Down, Down-Forward, Forward)
hcb - Half Circle Back (Forward, Down-Forward, Down, Down-Back, Back)
360 - Full Circle Rotation
720 - Two Full Circle Rotations
xx - Cancel
c - Crouching (Down)
a - Air (In the Air)
a.d - Air/Down (Down in the Air)
f - Forward (Towards the oponent)
Commands (Parenthesis for Playstation 2)
lp - Light Punch or Jab (Square)
mp - Medium Punch or Strong (Triangle)
hp - Hard Punch or Fierce (R1)
lk - Light Kick or Short (X)
mk - Medium Kick or Forward (Circle)
hk - Hard Kick or Roundhouse (R2)
th - Throw (LP + LK)
uoh - Universal Overhead (MP + MK)
pa - Personal Action or Taunt (HP + HK)
kara - Cancelling a normal attack into another move so quickly you do the movement of the original attack but don’t execute the action, allowing you to move slightly forward or reverse depending on the attack into a move, such as a throw or a special.
Hugo’s Basic Attacks
Commands in Italics Name
Description
Damage / Damage with a Taunt / Stun
Special Attributes
BL: Y/N, BH: Y/N, PL: Y/N, PH: Y/N (Blockable/Parryable Low/High)
Standing Attacks
LP Light Punch, Jab
Hugo does a snake-like jab.
Pretty fast attack, comboes into itself. Nothing really that special, a jab.
5 / 6 / 5
BL: Y, BH: Y, PL: Y, PH: Y
MP Medium Punch, Strong
Hugo extends his arm and slaps.
One of Hugo’s best normal moves. Great range, good for poking. This move can also snuff leap attacks, examples being Makotos Hayate, Uriens Tackle, Twins Dash Punch, etc. Just requires strict timing, but if you’re using it alot to poke sometimes you’ll get lucky. Important part of Hugo’s poke mixup game.
17 / 20 / 13
BL: Y, BH: Y, PL: N, PH: Y
HP Hard Punch, Fierce
Hugo drops his elbow down.
This move IS an overhead, but it’s fairly slow and vs decent players probably wouldn’t hit unless you get lucky. Does quite a bit of damage though.
24 / 29 / 21
BL: N, BH: Y, PL: N, PH: Y
LK Light Kick, Short
Hugo does a half-assed little kick.
Short is able to combo into some Specials and Supers, that’s the only real special thing about it. Hugo lacks combos, and this has a few related to it. Other than that, just a typical short, really fast and low-damage to get people off you.
7 / 8 / 3
BL: Y, BH: Y, PL: Y, PH: Y
MK Medium Kick, Forward
Hugo brings his knee up then slams it down.
This move has two differant hits in it, I’ve heard rumors of it being used as anti-air but I have my doubts about that. If any good hugo players wanna give me some input, I’d love to know whether that works or not.
2 Hits!
10 + 6 / 12 + 6 / 9 + 5
BL: N, BH: Y, PL: N, PH: Y
HK Hard Kick, Roundhouse
Hugo does a small jump and kicks the enemy with both feet.
Seems like a pretty predictable move, not nearly as good as air roundhouse imo.
22 / 26 / 19
BL: N, BH: Y, PL: N, PH: Y
Crouching Attacks
C.LP Crouching Jab
Hugo does a snake-like jab.
If you’re gonna jab, it should be a crouching jab. Not only can this combo into itself, but specials and supers as well. A better alternative in most cases.
4 / 5 / 3
BL: Y, BH: Y, PL: Y, PH: Y
C.MP Crouching Strong
Hugo does a snake-like jab.
Personally, I almost never use this. C.MK has better range, C.LP comboes like mad, I don’t find much use for C.MP at all. Not even more stun than C.LP.
13 / 15 / 3
BL: Y, BH: Y, PL: Y, PH: Y
C.HP Crouching Fierce
Hugo shoots his head upward, then falls down.
DANGER! Don’t use this! lol. Really, it’s not good, I believe it’s an overhead but you’d never know because it won’t hit someone that’s crouching. It’s not safe antiair, it’s not safe period, slow recovery, just a bad move.
16 / 19 / 13
BL: Y, BH: Y, PL: Y, PH: Y
C.LK Crouching Short
Hugo does a crouching kick.
Does not combo into itself, but does into specials and supers. Not that great other than that, like many other shorts, fast and low damage.
5 / 6 / 3
BL: Y, BH: N, PL: Y, PH: N
C.MK Crouching Forward
Hugo does a long crouching kick.
Another one of Hugos best normal moves, and possibly one of his best moves period. Very long range, knocks down, good damage, they have to block low which sets up for mixup game, very good.
14 / 17 / 3
BL: Y, BH: N, PL: Y, PH: N
C.HK Crouching Roundhouse
Hugo lunges his butt at the enemy.
Honestly, I just don’t get this move. Sometimes it’s an overhead, sometimes it’s not. I can’t tell when it is or isn’t in training, as every time I think I have it figured out something happens which disproves my theory. Regardless, this move is really bad, don’t use it. While it has the highest damage of his normal attacks, TERRIBLE recovery time, and if it’s parries that’s your ass. Literally.
24 / 29 / 13
BL: ??, BH: Y, PL: Y, PH: Y
Air Attacks
A.LP Jumping Jab
Another snake-like jab.
Nothing special. Does come out really fast, but then again it’s a jab, so duh.
5 / 6 / 9
BL: N, BH: Y, PL: N, PH: Y
A.MP Jumping Strong
Another snake-like thrust.
I actually use this sometimes, but just for mixup. Same as jab, nothing really that special, but decent damage for it’s speed.
14 / 17 / 13
BL: N, BH: Y, PL: N, PH: Y
A.HP Jumping Fierce
Hugo slams his fist forward.
I think this is a pretty unsafe move, but it has decent range and might actually have some potential for jump-in. However, I don’t think it holds a candle to A.HK or A.D.FP, so you won’t be using it much.
22 / 26 / 17
BL: N, BH: Y, PL: N, PH: Y
A.LK Jumping Short
Hugo extends his knee.
This move comes out fast and isn’t generally expected, since hugo’s so big people normally expect punches and attacks of the like, this is just a quick knee smack. It has its uses, but they’re limited.
8 / 10 / 7
BL: N, BH: Y, PL: N, PH: Y
A.MK Jumping Forward
Hugo extends his knee.
Same as A.LK, just slower and stronger.
14 / 17 / 11
BL: N, BH: Y, PL: N, PH: Y
A.HK Jumping Roundhouse
Hugo hits the oponent with both feet.
Now, this is a GOOD move. It may not be aparent at first, but this move is an entire mixup all by itself. Due to the enormous range it has, it’s fairly hard to predict when to parry it. If the move does connect, you can combo it into specials and supers, namely Hammer Frenzy (SA3). Also, you can easily whiff this if you get the timing down and proceed with a ground mixup. I don’t see that much of this move, but I think it’s quite good. I’d rate it Hugo’s best normal move, aside from S.MP and C.MK.
19 / 22 / 15
BL: N, BH: Y, PL: N, PH: Y
Throw
LP + LK "The Choke"
Hugo picks the oponent up and chokes them.
This is the stun throw, when you use it that should be why, stun. Bad damage/range compared to the others. 8 hits.
17 / 19 / 40
Possible to Combo after in a corner, however it’s quite hard.
F.LP + F.LK "The Slam"
Hugo picks up the oponent and slams them, head-first into the ground. Looks really cool imo.
I’ve seen this used to reverse corner situations similar to 360.LK, you throw them behind you when they have you cornered. That’s the only real use for it.
23 / 29 / 13
Other
F.FP "Fist of Anger"
Hugo makes a funny face and slams his fist into the oponent.
I don’t really know what this would be used for. Maybe you could work it into a mixup game. I’m not sure if you can block it low, because everyone is too small for it to hit them.
23 / 27 / 21
BL: ??, BH: Y, PL: N, PH: Y
A.D.FP "The Splash"
Hugo does a belly-flop on the oponent.
Just as an aside, if Hugo did this to anyone in RL they’d die from fear. Every time I see the game paused when Hugo’s doing this I start laughing, he’s just such a crazy guy. Belly-flopping on people. Anyway, this is a good move for his cross-up game. You can either cross them up or fake-cross them up, then proceed to combo.
14 / 17 / 21
BL: N, BH: Y, PL: N, PH: Y
UOH Universal Overhead
Hugo jumps and extends his knee.
Garbage. Unless you really, really need an overhead don’t use this. Never once seen it in tournament play. However, you CAN buffer for Gigas when using thos move, if you choose to use this to charge your 720 for gigas. You charge 360 while the move is going, then another 360 right when the hitstun wears off and execute the super.
5 / 6 / 3
BL: N, BH: Y, PL: N, PH: Y
PA Taunt
Hugo flexes.
If you press the button, he charges his attacks. If you hold it, he flexes twice and also charges his grabs, adding damage. The ammount is included with each attack. Really, I never use this, I only find it worth the risk with Gigas Breaker, a super I don’t commonly use. If you use Gigas Breaker, it’s worth learning how to set the taunt up, just know if your meters full and you’re taunting they KNOW what’s coming, be prepared to parry so your taunt doesnt get cancelled.
This also raises armor slightly for the duration of the round. Nothing compared to Q, who pretty much doubles his armor in 3 taunts. Hugo reduces a 22 dmg shoryuken to 16 dmg in 4 taunts.
While this is a small ammount in comparison, it DOES change the flow of the match. Hugo has high enough armor already, this just tops it off. I’m going to try and use this when possible more. Another 1/3 of a lifebar for 4 taunts is pretty win.