
Board: Your Releases, 1.0+

- When the opponent hits the ground after a far "Ultra Throw", they still take no damage when hitting the ground. It might also give the slide a little more "umph" if the opponent moved a little further back during the slide. As it is now, it kinda looks like they slide almost in place since they don't move much.

- A few times during my arcade runs, I would use his Standing B (far) to try and get some distance, only to get thrown out of the attack entirely with ground normal/special/super throws, even though Hugo was already in the air at the time I was grabbed. Getting hit during a Standing B (far) also brought me immediately back into a standing hit state, which leads me to believe that his Standing B's statetype is "S" throughout the attack. His Crouching Y also has a similar problem. Oddly enough, this issue was also present in his Crouching Y in SvC. However, in SF3, once Hugo is in the air during these attacks and gets hit, it definitely sends him into an aerial hit state.
- I noticed that Jumping B and the Jumping Knockdown Attack (or Jumping Z) share the same animation. Just an idea, but perhaps a suitable alternative animation to use may be the animation at the end of the "Meat Squasher" special? Given Hugo's massive size, it would likely make Hugo's jumping Knockdown Attack one of the strongest jumping Knockdown Attacks in ANY KoF-styled character. But I think that given all his other animations, that one in particular just seems like it would fit pretty well. He'd be like a jumping wall!

- I definitely noticed the absence of that ability to juggle after the Shooting Back Breaker was removed. It was my bread and butter for a while, and pretty fun while it lasted, lol! But for the sake of being thorough in my reporting, I still felt I had to include it.


- When used in isolation, and not as a follow-up to "Ultra Throw" or any other combo, connecting with a Shooting Back Breaker does a pretty hefty bit of damage. This is VERY apparent when using the aforementioned Shooting Back Breaker "Counter" juggle, as the damage is a whopping 593!


- "Meat Squasher" looks off once Hugo begins running while holding the opponent. It seems like the position of the opponent doesn't stay locked in place and instead moves toward Hugo as he's in motion, even going completely through Hugo by the end of the attack. This is even more noticeable when performing the move anywhere outside of the corner (with Hugo facing away from the corner).

- I can think of only one set of solutions for the "issues" regarding his jumping strong attacks (specifically his Jumping B and Jumping D+y), but they would probably lead to Hugo being harder to play overall, as well as deviating a bit too much (I think) from the way he plays in the sources. The idea would be that for the Jumping B, it would probably "look" better if he went into the recovery state seen at the end of his Standing B (far) animation when he hit the ground; and for the Jumping D+y, to have him go into the same animation he would when hitting the ground at the end of a Moonsault Press/Megaton Press. However, as I mentioned before, I'm pretty sure that would just make an already slow-moving character feel "clunky" as well. This is just a long-winded way to say that what you've got now feels like the best it can be when compared to the original sources.

- While I do agree that throwing an opponent into ropes probably shouldn't K.O. them, in both SvC and SF3, they *did* still receive some damage. In this case, it was more of a "it was like that in the sources" kinda thing than a personal opinion, lol. Tizoc in Garou:MotW also inflicts damage when he tosses the enemy to the ropes in a similar-styled attack (HCF+LK).
As he is now, Hugo is still an excellent and well-made character, as are all your other works.
