Ultra Street Fighter IV/Hugo

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Ultra Street Fighter IVUSFIV-Header.png
Ultra Street Fighter IV#CharactersUltra Street Fighter IV/Controls and TerminologyUltra Street Fighter IV/Basic ElementsUltra Street Fighter IV/Universal AbilitiesUltra Street Fighter IV/Game SystemsUSFIVHeaderButtons.png


Hugo

SSFIV-Hugo Face.jpg

With his days as a Mad Gear enforcer behind him, Hugo hopes to make a name for himself in the world of professional wrestling. With a gigantic stature, huge muscles, and a short fuse, Hugo is basically a walking panzer.


In a nutshell

Hugo towers over the competition in terms of size, damage, and durability. He has a large selection of throws for a variety of uses, including a throw that immediately puts your opponent in the corner, which is exactly where you want them. The caveat is that his massive size not only makes him slow, but also makes it difficult to get around projectiles or air attacks. A good Hugo player knows how to use Hugo's massive size to effectively control their opponent's space, acting as a moving wall that pushes them towards the corner, where there is little chance of escape.


Ultra SFIV Changes

(New to Ultra SFIV Console Digital Release)

  • Stand MP: Damage increased to 120 from 100
  • Crouch MP: Damage increased to 110 from 80
  • Hammer Hook (F + HP): Removed Overhead properties and changed to a high attack
  • Red Focus Attack: Level 1 on hit versus airborne opponents no longer gives a Free Juggle
  • Shootdown Backbreaker: Light, Medium, and Hard versions Super Meter gain decreased on hit to 80 from 110;
  • Shootdown Backbreaker: When cancelled into after the last hit of Hammer Mountain (SC), a special 100 damage, 100 stun Shootdown Backbreaker occurs
  • EX Shootdown Backbreaker: Startup nvincibility increased to 5 frames from 4 frames
  • Moonsault Press: Light, Medium, and Hard versions' startup reduced to 2 frames from 3 frames
  • Giant Palm Bomber: Medium version startup reduced to 19 frames from 21 frames
  • Ultra Throw: Light, Medium, and Hard versions grab range reduced to the same range as Hard Moonsault Press
  • EX Ultra Throw: Grab range reduced to the same as Light Moonsault Press
  • Monster Lariat: Light version no longer has a running motion, attack occurs in place; damage reduced to 100 from 120
  • EX Monster Lariat: Now has infinite armor until 3 frames before attack startup; can now be canceled into Super Combos or EX Focus Attacks
  • Hammer Mountain (SC): Now has invincibility while in the running motion towards the opponent (minimum 3 frames, maximum 11 frames)
  • Hammer Mountain (SC): Given more Juggle Potential to combo on airborne opponents; damage reduced to 300 from 360
  • Hammer Mountain (SC): No longer can be cancelled into Shootdown Backbreaker on block
  • Gigas Breaker (UC1): Total frames increased to 49 frames from 39 frames

(New to 1.04 Update)

  • Dizzy: Dizzy hurtbox now comes out at the same time as other characters
  • Stand LP: Recovery reduced from 11 frames to 7 frames; advantage on hit is +6 from +2, advantage on block is +2 from -2
  • Stand MP: Fixed bug where Hugo could be counter-hit after startup
  • Crouch HK: Pushbox moved backward
  • Moonsault Press: Heavy version's damage increased to 250 from 230; stun increased to 200 from 150
  • Moonsault Press: Light, Medium, and Heavy versions can no longer be counter-hit during startup
  • Giant Palm Bomber: All versions are now projectile invincible on hand hurtbox until the end of active frames; overall hurtbox changed; pushback on hit increased; attack still occurs if connected with a projectile
  • Shootdown Backbreaker: EX version's damage reduced to 160 from 180; horizontal distance during descent reduced
  • Shootdown Backbreaker: All versions' buffer window shortened
  • Ultra Throw: All versions can no longer be counter-hit during startup
  • Meat Squasher: All versions can no longer be counter-hit during startup
  • Hammer Mountain: All versions now fully invincible until the end of active frames on 1st hit

Character Specific Data

Hugo

VITALS
Health: 1100 Stun: 1100 W-Ultra Scaling: 60%
WALKING DASHING
Forward Walk Speed: 0.022 Forward Dash Distance: 1.16818
Back Walk Speed: 0.018 Forward Dash Total Frames: 21
JUMPING Back Dash Distance: 1.03966
Jump Height Apex: 1.363 Back Dash Total Frames: 30
Jump Total Frames: 43 (8+35) Back Dash Invincibility: 9
Forward Jump Distance: 1.36 Back Dash Airborne: 17
Back Jump Distance 1.36 Back Dash Recovery: 4
THROWS WAKE-UP TIMING
Forward Throw Range: 0.930 Face Up Total Frames: 31
Back Throw Range: 0.948 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: HP,MK,HK,Crouch HK, Leap Attack Hard Knockdowns: Crouch MK, Crouch HP, Crouch HK
Low Attacks: Crouch LK, Crouch MK Armor Breakers: Lariat, EX Lariat
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 10+16 L1 EX Red Focus Attack Combo Lead-Ins: MP/HP Giant Palm Bomber
Level 2 Focus Startup Frames: 18+18
Level 3 Focus Startup Frames: 68
L1 Focus Attack Forward Dash: -5 L2 FA Forward Dash (On Block): +1
L1 Focus Attack Back Dash: -14 L2 FA Back Dash (On Block): -8

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Stand LP Stand Jab.gif 50 50 20 HL ch/sp/su 6 3 7[6] 2 6
Stand MP Stand Strong.gif 120 100 40 HL - 9 4 20[17] -2 -1
Stand HP Stand Fierce.gif 120 200 60 H - 17 8 17 -6 -1
Stand LK Stand Short.gif 50 50 20 HL sp/su 8 2 10 -1 3
Stand MK Stand Forward.gif 50*50 50*50 20*20 H - 17 2(4)2 23[21] -2 -8
Stand HK Stand Roundhouse.gif 130 200 60 H - 22 9 33 -16 -12
Crouch LP Crouch Jab.gif 50 50 20 HL ch/sp/su 5 2 12 -2 1
Crouch MP Crouch Strong.gif 110 100 40 HL - 8 4 17[15] -4 2
Crouch HP Crouch Fierce.gif 130 200 60 HL - 15 5 49 -23 -
Crouch LK Crouch Short.gif 50 50 20 L sp/su 6 3 10 -2 2
Crouch MK Crouch Forward.gif 80 100 40 L - 10 4 24 -7 -
Crouch HK Crouch Roundhouse.gif 130 100 60 H - 13 15 56 -40 -
Hammer Hook Right.gif + Fierce.gif 130 200 60 HL - 16 3 29 -6 -2
Leap Attack Leap Attack 50 100 40 H - 17 10 After landing 4 2 5
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Jump LP Neutral Jump Jab.gif 60 50 20 H - 6 12 - - -
Jump MP Neutral Jump Strong.gif 110 100 40 H - 8 6 - - -
Jump HP Neutral Jump Fierce.gif 140 200 60 H - 13 4 - - -
Jump LK Neutral Jump Short.gif 60 50 20 H - 5 15 - - -
Jump MK Neutral Jump Forward.gif 110 100 40 H - 7 7 - - -
Jump HK Neutral Jump Roundhouse.gif 140 200 60 H - 14 6 - - -
Body Press Body Press 110 200 60 H - 9 8 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Focus Attack (Level 1) Level 1 Focus 90 100 20 HL - 10+16 5 29 -18 -18
Focus Attack (Level 2) Level 2 Focus 120 150 40 HL - 18+18 5 29 -12 -
Focus Attack (Level 3) Level 3 Focus 170 200 60 - - 68 5 29 - -
Red Focus Attack (Level 1) Level 1 Red Focus 135 100 -500/0 HL - 10+16 5 29 -18 -18
Red Focus Attack (Level 2) Level 2 Red Focus 180 150 -500/0 HL - 18+18 5 29 -12 -
Red Focus Attack (Level 3) Level 3 Red Focus 255 200 -500/0 - - 68 5 29 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 135 100 -750/0 HL - 10+16 5 29 -12 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Neck Hanging Tree Forward Throw 140 140 60 0.935 - 3 2 20 - -
Body Slam Back Throw 150 140 60 0.945 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Giant Palm Bomber Giant Palm Bomber Jab.gif 80 100 20/40 HL su 15 4 12 1 9
Giant Palm Bomber Strong.gif 100 100 20/40 HL su 19 4 6 7 18
Giant Palm Bomber Fierce.gif 110 100 20/40 HL su 24 4 5 8 21
EX Giant Palm Bomber Giant Palm Bomber EX.gif 60*70 100x2 -250/- HL su 17 1*2 7 12 16
Moonsault Press Moonsault Press Jab.gif 180 150 40/100 1.651 - 2 2 53 - -
Moonsault Press Strong.gif 200 150 40/100 1.501 - 2 2 51 - -
Moonsault Press Fierce.gif 250 200 40/100 1.401 - 2 2 47 - -
EX Moonsault Press Moonsault Press EX.gif 200 150 -250/0 1.501 - 5 2 51 - -
Shootdown Backbreaker Shootdown Backbreaker Short.gif 160 100 30/80 - - 5 8 25 + Afterlanding 29 - -
Shootdown Backbreaker Forward.gif 180 100 30/80 - - 9 9 20 + After landing 24 - -
Shootdown Backbreaker Roundhouse.gif 200 100 30/80 - - 12 12 13 + Afterlanding 28 - -
EX Shootdown Backbreaker Shootdown Backbreaker EX.gif 160 150 -250/0 - - 5 7 26 + After landing 29 - -
Ultra Throw Ultra Throw 80 150 20/80 1.414 - 7 2 52 - -
EX Ultra Throw Ultra Throw EX.gif 60 150 -250/0 1.744 - 4 2 52 - -
Monster Lariat Monster Lariat Short.gif 100 150 40/40 HL - 14 3 29 - -
Monster Lariat Forward.gif 130 150 40/40 HL - 52[15] 3 29 - -
Monster Lariat Roundhouse.gif 140 150 40/40 HL - 92[18] 3 29 - -
EX Monster Lariat Monster Lariat EX.gif 130 150 -250/0 HL su 44[14] 3 23 - -
Meat Squasher Meat Squasher Short.gif 200 150 30/80 2.31 - 27[8] 2 62 - -
Meat Squasher Forward.gif 200 150 30/80 2.31 - 54[17] 2 62 - -
Meat Squasher Roundhouse.gif 200 150 30/80 2.31 - 79[18] 2 62 - -
EX Meat Squasher Meat Squasher EX.gif 225 200 -250/0 2.27 - 79[14] 2 62 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Hammer Mountain Super Combo 40x3*100*80 0 -1000/0 HL - 1+11 4(15)3(28)3(16)3(35)3 46 - -
Shootdown Backbreaker Follow up Shootdown Backbreaker Follow Up Short.gif 100 100 30/80 - - 5 8 25 + Afterlanding 29 - -
Shootdown Backbreaker Follow Up Forward.gif 100 100 30/80 - - 9 9 20 + After landing 24 - -
Shootdown Backbreaker Follow Up Roundhouse.gif 100 100 30/80 - - 12 12 13 + Afterlanding 28 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Gigas Breaker Ultra Combo 1 510 0 0/0 1.65 - 1+0 3 46 - -
Megaton Press Ultra Combo 2 431 0 0/0 - - 1+4 5 7 + After landing 45 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit

Moves

Standing Normals

  Name Nickname Command Notes
File:Example.png

Stand LP

Stand Jab Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Stand MP

Stand Strong Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Stand HP

Stand Fierce Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Stand LK

Stand Short Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Stand MK

Stand Forward Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Stand HK

Stand Roundhouse Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:Example.png

Crouch LP

Crouch Jab D.png + Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch MP

Crouch Strong D.png + Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch HP

Crouch Fierce D.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch LK

Crouch Short D.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch MK

Crouch Forward D.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Crouch HK

Crouch Roundhouse D.png + Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Jumping Normals

  Name Nickname Command Notes
File:Example.png

Jump LP

Jump Jab (in air) Lp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Jump MP

Jump Strong (in air) Mp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Jump HP

Jump Fierce (in air) Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Jump LK

Jump Short (in air) Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Jump MK

Jump Forward (in air) Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Jump HK

Jump Roundhouse (in air) Hk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:Example.png

Hammer Hook

Hook Punch F.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Leap Attack

Hopping Knee D.png D.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Body Press

Body Splash (in air) D.png + Hp.png

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:Example.png Focus Attack (Level 1) Level 1 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 2) Level 2 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 3) Level 3 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:Example.png

Neck Hanging Tree

Forward Throw F.png or N.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Body Slam

Back Throw B.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:Example.png

Giant Palm Bomber

Clap Qcb.png + P.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Moonsault Press

Spinning Pile Driver 360.png + P.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Shootdown Backbreaker

Backbreaker Dp.png + K.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Meat Squasher

Running Grab 360.png + K.png Ex.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Ultra Throw

Wall Throw Hcb.png + K.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Monster Lariat

Lariat Qcf.png + K.png Ex.png Armorbreak.png

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:Example.png

Hammer Mountain

Super Combo Qcf.png Qcf.png + P.png Hold P.png to perform feint; Last hit can be canceled into Shootdown Backbreaker

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:Example.png

Gigas Breaker

Ultra Combo I 360.png 360.png + 3p.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Megaton Press

Ultra Combo II Qcf.png Qcf.png + 3k.png

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

vs. Abel

SSFIV-Abel Face.jpg (No strategies)

vs. Adon

SSFIV-Adon Face.jpg (No strategies)

vs. Akuma/Gouki

SSFIV-Akuma Face.jpg (No strategies)

vs. Balrog/Boxer

SSFIV-Balrog Face.jpg (No strategies)

vs. Blanka

SSFIV-Blanka Face.jpg (No strategies)

vs. C. Viper

SSFIV-CViper Face.jpg (No strategies)

vs. Cammy

SSFIV-Cammy Face.jpg (No strategies)

vs. Chun-Li

SSFIV-ChunLi Face.jpg (No strategies)

vs. Cody

SSFIV-Cody Face.jpg (No strategies)

vs. Dan

SSFIV-Dan Face.jpg (No strategies)

vs. Decapre

SSFIV-Decapre Face.jpg (No strategies)

vs. Dee Jay

SSFIV-DeeJay Face.jpg (No strategies)

vs. Dhalsim

SSFIV-Dhalsim Face.jpg (No strategies)

vs. Dudley

SSFIV-Dudley Face.jpg (No strategies)

vs. E. Honda

SSFIV-EHonda Face.jpg (No strategies)

vs. El Fuerte

SSFIV-ElFuerte Face.jpg (No strategies)

vs. Elena

SSFIV-Elena Face.jpg (No strategies)

vs. Evil Ryu

SSFIV-Evil Ryu Face.jpg (No strategies)

vs. Fei Long

SSFIV-FeiLong Face.jpg (No strategies)

vs. Gen

SSFIV-Gen Face.jpg (No strategies)

vs. Gouken

SSFIV-Gouken Face.jpg (No strategies)

vs. Guile

SSFIV-Guile Face.jpg (No strategies)

vs. Guy

SSFIV-Guy Face.jpg (No strategies)

vs. Hakan

SSFIV-Hakan Face.jpg (No strategies)

vs. Hugo (self)

SSFIV-Hugo Face.jpg (No strategies)

vs. Ibuki

SSFIV-Ibuki Face.jpg (No strategies)

vs. Juri

SSFIV-Juri Face.jpg (No strategies)

vs. Ken

SSFIV-Ken Face.jpg (No strategies)

vs. M.Bison/Dictator

SSFIV-MBison Face.jpg (No strategies)

vs. Makoto

SSFIV-Makoto Face.jpg (No strategies)

vs. Oni

SSFIV-Oni Face.jpg (No strategies)

vs. Poison

SSFIV-Poison Face.jpg (No strategies)

vs. Rolento

SSFIV-Rolento Face.jpg (No strategies)

vs. Rose

SSFIV-Rose Face.jpg (No strategies)

vs. Rufus

SSFIV-Rufus Face.jpg (No strategies)

vs. Ryu

SSFIV-Ryu Face.jpg (No strategies)

vs. Sagat

SSFIV-Sagat Face.jpg (No strategies)

vs. Sakura

SSFIV-Sakura Face.jpg (No strategies)

vs. Seth

SSFIV-Seth Face.jpg (No strategies)

vs. T.Hawk

SSFIV-THawk Face.jpg (No strategies)

vs. Vega/Claw

SSFIV-Vega Face.jpg (No strategies)

vs. Yang

SSFIV-Yang Face.jpg (No strategies)

vs. Yun

SSFIV-Yun Face.jpg (No strategies)

vs. Zangief

SSFIV-Zangief Face.jpg (No strategies)

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Stand LP Stand Jab.gif 50 50 20 HL ch/sp/su 6 3 7[6] 15[14] 2 6 12 15 [] refers to On Hit Reset Reset - - - - - - -
Stand MP Stand Strong.gif 120 100 40 HL - 9 4 20[17] 32[29] -2 -1 19 23 [] refers to On Block Reset Reset - - - - - - -
Stand HP Stand Fierce.gif 120 200 60 H - 17 8 17 41 -6 -1 19 24 Soft Knockdown Soft Knockdown - - - - - - -
Stand LK Stand Short.gif 50 50 20 HL sp/su 8 2 10 19 -1 3 11 15 Reset Reset - - - - - - -
Stand MK Stand Forward.gif 50*50 50*50 20*20 H - 17 2(4)2 23[21] 47[45] -2 -8 26 18 [] refers to On Hit Reset Reset - - - - - - -
Stand HK Stand Roundhouse.gif 130 200 60 H - 22 9 33 63 -16 -12 26 30 Soft Knockdown Soft Knockdown - - - - - - -
Crouch LP Crouch Jab.gif 50 50 20 HL ch/sp/su 5 2 12 18 -2 1 12 15 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 110 100 40 HL - 8 4 17[15] 28[26] -4 2 17 21 [] refers to On Hit Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 130 200 60 HL - 15 5 49 68 -23 - 31 - Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 50 50 20 L sp/su 6 3 10 18 -2 2 11 15 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 80 100 40 L - 10 4 24 37 -7 - 21 - Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 130 100 60 H - 13 15 56 83 -40 - 31 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Hammer Hook Right.gif + Fierce.gif 130 200 60 HL - 16 3 29 47 -6 -2 26 30 Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Leap Attack Leap Attack 50 100 40 H - 17 10 After landing 4 30 2 5 16 19 Reset Reset - - - Lower body: 4~27F - 2F~ JP: 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Jump LP Neutral Jump Jab.gif 60 50 20 H - 6 12 - 17 - - Reset Reset - - - Lower Body 1~17F - - -
Jump MP Neutral Jump Strong.gif 110 100 40 H - 8 6 - 13 - - Soft Knockdown Soft Knockdown - - - Lower Body 1~13F - - -
Jump HP Neutral Jump Fierce.gif 140 200 60 H - 13 4 - 16 - - Reset Reset - - - Lower Body 1~16F - - -
Jump LK Neutral Jump Short.gif 60 50 20 H - 5 15 - 19 - - Reset Reset - - - Lower Body 1~19F - - -
Jump MK Neutral Jump Forward.gif 110 100 40 H - 7 7 - 13 - - Reset Reset - - - Lower Body 1~13F - - -
Jump HK Neutral Jump Roundhouse.gif 140 200 60 H - 14 6 - 19 - - Reset Reset - - - Lower Body 1~19F - - -
Body Press Body Press 110 200 60 H - 9 8 - 16 - - Height restriction: 1.0 Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 90 100 20 HL - 10+16 5 29 59 -18 -18 16 16 Range: 2.32 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 120 150 40 HL - 18+18 5 29 69 -12 - 22 - Range: 2.32 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 170 200 60 - - 68 5 29 101 - - - - Range: 2.32, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~67F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 135 100 -500/0 HL - 10+16 5 29 59 -18 -18 16 16 Range: 2.32, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 180 150 -500/0 HL - 18+18 5 29 69 -12 - 22 - Range: 2.32, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 255 200 -500/0 - - 68 5 29 101 - - - - Range: 2.32, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~68F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 135 100 -750/0 HL - 10+16 5 29 59 -12 - 19 - Range: 2.461, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neck Hanging Tree Forward Throw 140 140 60 0.935 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Body Slam Back Throw 150 140 60 0.945 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Giant Palm Bomber Giant Palm Bomber Jab.gif 80 100 20/40 HL su 15 4 12 30 1 9 17 25 Contains both a Strike and a Projectile hitbox, however the projectile hitbox can only hit other projectiles. X Soft Knockdown Free Juggle - - - Arms: 14~18F - - JP: 1
Giant Palm Bomber Strong.gif 100 100 20/40 HL su 19 4 6 28 7 18 17 28 Contains both a Strike and a Projectile hitbox, however the projectile hitbox can only hit other projectiles. X Soft Knockdown Free Juggle - - - Arms: 18~22F - - -
Giant Palm Bomber Fierce.gif 110 100 20/40 HL su 24 4 5 32 8 21 17 30 Contains both a Strike and a Projectile hitbox, however the projectile hitbox can only hit other projectiles. X Soft Knockdown Free Juggle - - - Arms: 23~27F - - -
EX Giant Palm Bomber Giant Palm Bomber EX.gif 60*70 100x2 -250/- HL su 17 1*2 7 26 12 16 21 25 Contains both Strike and Projectile hitboxes, however the projectile hitboxes can only hit other projectiles. causes 15x2 chip damage, opponent gains 20x2 meter on hit X Free Juggle Free Juggle - - - Arms: 16~19F - - JP: 4x2
Moonsault Press Moonsault Press Jab.gif 180 150 40/100 1.651 - 2 2 53 56 - - - - X Hard Knockdown - - - - - - - - - -
Moonsault Press Strong.gif 200 150 40/100 1.501 - 2 2 51 54 - - - - X Hard Knockdown - - - - - - - - - -
Moonsault Press Fierce.gif 250 200 40/100 1.401 - 2 2 47 50 - - - - X Hard Knockdown - - - - - - - - - -
EX Moonsault Press Moonsault Press EX.gif 200 150 -250/0 1.501 - 5 2 51 57 - - - - Opponent gains 50 meter on hit X Hard Knockdown - - - - 1~6F - - - - -
Shootdown Backbreaker Shootdown Backbreaker Short.gif 160 100 30/80 - - 5 8 25 + Afterlanding 29 66 - - - - Cannot hit grounded, opponent gains 55 meter on hit X - - Hard Knockdown Hard Knockdown - - - - - 4F~ -
Shootdown Backbreaker Forward.gif 180 100 30/80 - - 9 9 20 + After landing 24 61 - - - - Cannot hit grounded, opponent gains 55 meter on hit X - - Hard Knockdown Hard Knockdown - - - - - 4F~ -
Shootdown Backbreaker Roundhouse.gif 200 100 30/80 - - 12 12 13 + Afterlanding 28 64 - - - - Cannot hit grounded, opponent gains 55 meter on hit X - - Hard Knockdown Hard Knockdown - - - - - 4F~ -
EX Shootdown Backbreaker Shootdown Backbreaker EX.gif 160 150 -250/0 - - 5 7 26 + After landing 29 66 - - - - Cannot hit grounded, opponent gains 55 meter on hit X - - Hard Knockdown Hard Knockdown - 1~5F - - - 2F~ -
Ultra Throw Ultra Throw 80 150 20/80 1.414 - 7 2 52 60 - - - - X Free Juggle, Hard Knockdown - - - - - - - - -
EX Ultra Throw Ultra Throw EX.gif 60 150 -250/0 1.744 - 4 2 52 57 - - - - Opponent gains 40 meter on hit X Free Juggle, Hard Knockdown - - - - - - - - -
Monster Lariat Monster Lariat Short.gif 100 150 40/40 HL - 14 3 29 45 - - - - Startup changes according to distance, [] refers to fastest startup, causes 30 chip damage X Hard Knockdown Hard Knockdown Free Juggle, Hard Knockdown Free Juggle, Hard Knockdown - - - - - -
Monster Lariat Forward.gif 130 150 40/40 HL - 52[15] 3 29 46~83 - - - - Startup changes according to distance, [] refers to fastest startup X Hard Knockdown Hard Knockdown Free Juggle, Hard Knockdown Free Juggle, Hard Knockdown - - - - - -
Monster Lariat Roundhouse.gif 140 150 40/40 HL - 92[18] 3 29 49~123 - - - - Startup changes according to distance, [] refers to fastest startup X Hard Knockdown Hard Knockdown Free Juggle, Hard Knockdown Free Juggle, Hard Knockdown - - - - - -
EX Monster Lariat Monster Lariat EX.gif 130 150 -250/0 HL su 44[14] 3 23 39~69 - - - - Startup changes according to distance, [] refers to fastest startup, opponent gains 20 meter on hit X Hard Knockdown Hard Knockdown Free Juggle, Hard Knockdown Free Juggle, Hard Knockdown 1F~ till 3F before active (99 hits) - - - - -
Meat Squasher Meat Squasher Short.gif 200 150 30/80 2.31 - 27[8] 2 62 71~90 - - - - Startup changes according to distance, [] refers to fastest startup, puts opponent in special grounded recovery, followup possible in specific cases. X Hard Knockdown - - - - - - - - -
Meat Squasher Forward.gif 200 150 30/80 2.31 - 54[17] 2 62 80~117 - - - - Startup changes according to distance, [] refers to fastest startup, puts opponent in special grounded recovery, followup possible in specific cases. X Hard Knockdown - - - - - - - - -
Meat Squasher Roundhouse.gif 200 150 30/80 2.31 - 79[18] 2 62 81~142 - - - - Startup changes according to distance, [] refers to fastest startup, puts opponent in special grounded recovery, followup possible in specific cases. X Hard Knockdown - - - - - - - - -
EX Meat Squasher Meat Squasher EX.gif 225 200 -250/0 2.27 - 79[14] 2 62 77~142 - - - - Startup changes according to distance, [] refers to fastest startup, puts opponent in special grounded recovery, followup possible in specific cases, opponent gains 40 meter on hit X Hard Knockdown - - - 1F~ till 1F before active - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Hammer Mountain Super Combo 40x3*100*80 0 -1000/0 HL - 1+11 4(15)3(28)3(16)3(35)3 46 167 - - - - Can be canceled into 58F recovery feint by holding down punch button, on hit: 5th attack can be canceled into Shootdown Backbreaker followup, opponent gains 15x3*20*15 meter on hit X [5th hit]: Hard Knockdown [5th hit]: Hard Knockdown Hard Knockdown Hard Knockdown - 1~14F - - - JP: 127x5
Shootdown Backbreaker Follow up Shootdown Backbreaker Follow Up Short.gif 100 100 30/80 - - 5 8 25 + Afterlanding 29 66 - - - - Cannot hit grounded opponents, opponent gains 55 meter on hit X - - Hard Knockdown Hard Knockdown - - - - - 4F~ JP: 1
Shootdown Backbreaker Follow Up Forward.gif 100 100 30/80 - - 9 9 20 + After landing 24 61 - - - - Cannot hit grounded opponents, opponent gains 55 meter on hit X - - Hard Knockdown Hard Knockdown - - - - - 4F~ JP: 1
Shootdown Backbreaker Follow Up Roundhouse.gif 100 100 30/80 - - 12 12 13 + Afterlanding 28 64 - - - - Cannot hit grounded opponents, opponent gains 55 meter on hit X - - Hard Knockdown Hard Knockdown - - - - - 4F~ JP: 1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Gigas Breaker Ultra Combo 1 510 0 0/0 1.65 - 1+0 3 46 49 - - - - Opponent gains 40x3 meter on hit X Hard Knockdown - - - - 1~4F - - - 1F~ -
Megaton Press Ultra Combo 2 431 0 0/0 - - 1+4 5 7 + After landing 45 61 - - - - Opponent gains 40x2 meter on hit - - Hard Knockdown - - 1~10F - - - - JP: 127
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: