Hugo was a member of the Mad Gear syndicate, but after its collapse, he turned towards the squared circle and used his massive size and power to become a pro wrestler. Since then he has used his unparalleled strength and wrestling techniques to annihilate a great number of opponents. Hugo is a freakishly strong character, but also has a tender side to him. He is also a little bit on the slow side. In order to capture the attention of the media gathered in the Antarctic, Hugo travels with Poison to the South Pole.
Voice: Wataru Takagi, Patrick Seitz
|Stamina||Fwd Walk||Back Walk|
|Neck Hanging Tree (throw)|
|Scoop Slam (throw)|
|Sledge Uppercut (launcher)|
|Giant Palm Breaker|
|Double Monster Lariat|
As a grappler, he has a few points of distinction from Zangief; while the Red Cyclone possibly does a little extra damage, Hugo surprisingly is more mobile; most of his moves have greater reach, and while both characters’ Supers are now Running Bear style, Hugo’s is at least twice as fast. The big guy’s got the clap; Giant Palm Breakers can be chained just like 3S, and also has a 3S-style overhead (as does Poison). Hugo players seems to nail Cross Rush tag-ins into Shootdown Backbreakers fairly easily if they weren’t in the corner, but had a lot of trouble connecting Hugo’s own Cross Rush; while his s.HP hits overhead, his launcher swings fairly high, going over anyone the overhead would’ve connected on. A minor setback, because despite seeming slightly weaker than Zangief, Hugo still hits like a freight train; an Ultra Throw into Backbreaker can peel off up to 30% of a low-HP character.
The real danger with Hugo, though, lies with his normals. An incredibly fast cr.LP can be comboed up to three times at great range, while many of his crouching kicks hit from half a screen away, and cr.HP remains his best non-Backbreaker anti-air. Combined with the Backbreaker’s dangerous air control, Hugo makes for an intimidating character to go against.
|Essential for Hugo to maintain pressure after a knockdown, the wide hitbox and high active frame count makes this perfect for setting up ambiguous cross-ups, and also for covering roll recovery wake-ups.|