-filler-
+Pros+
+Most Vitality in the game
+Highest damage output of the SF characters
+Low risk, High reward
+Simple yet very damaging combos
+Straight foward compared to most characters
+Dangerous with meter
+Builds meter quickly and doesn't require meter to push damage
+Can do over 500 meterless and 600 with a super
-Cons-
-A very big hitbox
-Very poor mobility
-Easy to crossup due to his large frame
-Lacks a reliable AA without meter
-Throw range is very small for a grappler
-Lacks mixup and anti-roll options
Win Comment 1: Of course I won. Why would I lose?
Win Comment 2: Hey, Poison! I won!
Win Comment 3: You’d need a steel pipe to start making me nervous.
Vitality 1150
Forward Dash Duration 21 frames
Backdash Duration 8 frames invulnerable, 13 frames airborne, 9 frames grounded (30 frames total)
Pre-jump Frames 7 frames
Vertical Jump (and High Jump) Duration 34 frames (35 frames)
Diagonal Jump (and High Jump) Duration 34 frames (35 frames)
Main pokes/ footsie tactics
s.LP- his longest space controlling light poke that can be rapid fired and chained into other light attacks, but in order to combo from this you need to link the c.LP or c.LK so they can be special canceled, but you can simply chain this into his c.MK for a sweep knockdown, can be 1 frame linked from his c.LP
s.LK- slightly less range than his s.LP but a much wider hitbox lower, so this is also a good juggling normal that hits lower than his light punches but higher than c.LK, can be 1 frame linked from his c.LP, this can be canceled into any of his specials, super, or cross art
c.LP- very similar to the standing version but hits in 1 frame faster and slightly less reach, my preferred normal when doing juggle combos as it lifts juggled opponents slighty higher than the LK options. Can be canceled into any of his specials, super, or cross art. Can 1 frame link into s.LP or s.LK
c.LK- like his standing version but hits low, easisly chains into c.MK for a sweep knockdown and has good range and quick startup for a low, can be canceled into any of his specials, super, or cross art.
c.MP- the main combo starting normal off a jumping attack or linked after a Palm special, mainly the LP.Palm for a 6 frame link, can be canceled as well but will only combo into the LP.Palm and LK.Lariat, also the cancel timing is fairly strict so its best to buffer the motion during the c.MP animation. Although slower than his light attacks it leads into most of his high damage combos
c.MK- Hugo's sweep move that has great range and is only -2 on block, so anything outside of a few supers (like Ken's or Julia's) wont be able to counter attack. Can catch wake up rolls with its reach and even if they block, its better than letting them out for free. Can be linked after a Palm special (3f for LP, 5f for MP, 6f for HP) and chained into from his light attacks
c.HK- Although very unsafe on block and hit it causes a knockdown and can go through low attacks since it makes Hugo airborne after the 8th frame. Can follow into launcher on a grounded foe only, also is an ok AA if you time it as they are about midscreen in a jump
Bodypress and j.LK are your main jumping moves, but be wary as they do not stuff most AA moves, j.MK starts up slower than j.LK but has nearly twice as many active frames as well as looking identical, however only Body Press will juggle an opponent into a Palm where as other jumping attacks have to substitute Lariat.
Dash Cancelling the Lariat is an effective movement tool that can slowly build your meter while threatening your opponent with an armored move, also not that the charge Lariat into an EX or Super does not cost you meter, the EX is still -3 on block from a charge and Super is -14. The Super can be held down to start a running animation and if they tag out while you are charging you could land a free meterless super from nearly fullscreen. The armor dash cancelling is similar to the focus attack setups in SF4, just be careful as Lariat is unsafe on bloack at -7



