All this information is from the Official BradyGames Guide which I highly recommend people buy.
WORK IN PROGRESS
(NOTE: This is my first time writing up Frame Data so please forgive me. Give me some tips please on how I can improve this,thanks.)
Columns: Hit Level / Damage / Start up / Active / Recovery / Advantage hit / Advantage block / Cancel ability/ Notes (IF ANY)
Standing Normals (ST.)
ST.LP High/50/6/3/14/0/-4/-/Rapid fire cancelable into light attacks
ST.MP High/100/12/4/17/+4/-4/-/-
ST.HP Mid/130/17/8/16/+2/-4/-/Knockdown against airborne foe
ST.LK High/50/7/3/10/+4/0/SM,EX,SA,CA/-
ST.MK High/50,50/17/2(4)2/24/-1/-9/-/-
ST.HK Mid/130/23/9/32/+2/-21/-/ Airborne Frames 1-36 causes slip (+/-0) on Counter hit against couching foe, cause hard knockdown vs. airborne foe.
Couching Normal Moves (cr.)
cr.LP High/50/5/2/9/+6/+2/sm,ex,sa,ca/Rapid Fire cancelable into light attacks
cr.MP High/80/9//4/12/+5/+1/SM,EX,SA,CA/-
cr.HP High/130/15/5/60/Float/-45/-/Airborne Frames 15-28
cr.LK Low/50/6/3/10/+4/0/SM,EX,SA,CA/-
cr.MK Low/130/10/4/18/Sweep Knockdown/-2/-/-
cr.HK Mid/130/13/14/56/Hard Knockdown/-50/-/Airborne Frames 8-29
Launcher
:hp:+:hk: (standing or couching) High/100/13/2/Recovery/53/Causes switch/-33/Crushes crouching attacks, launches opponent while switching characters.
Cross Cancel (aka Alpha Counter)
:f: + :hp: +:hk: (while in block stun) High/100/9/3/41/Hard Knockdown/-21/ Similar to Monster Lariat, Invulnerable frames 1-9
Columns: Hit Level / Damage / Start up / Active / Recovery / Advantage hit / Advantage block / Cancel ability/ Notes (IF ANY)
Jumping Normals (J.)
J.LP Mid/60/6/12/Until Grounded,4 frames landing/+12/+8/-/-
J.MP Mid 110/8/6/Until Grounded,4 frames landing/+16/+12/-/-
J.HP Mid/140/13/4/Until Grounded,4 frames landing/+20/+16/-/-
J.LK Mid/60/5/15/Until Grounded,4 frames landing/+12/+8/-/-
J.MK Mid/110/7/7/Until Grounded,4 frames landing/+16/+12/-/-
J.HK Mid/140/14/6/Until Grounded,4 frames landing/+20/+16/-/-
Unique Attacks
Body Press :d:+:hp: (which vertical or forward jump)
Mid/140/9/21/Until Grounded,4 frames landing/+20/+16/-/Knockdown against airborne foe
Hammer Hook :f:+:hp:
Crouchable High/160/16/3/34/-15/-20/-/ Knockdown against Airborne foes
Leap Attack
:d: , (N) , :d: + :mk:
Mid/50/17/9/Until Grounded,4 frames landing/+3/+1/-/ Airborne on frames 1-26, causes slip (+31) on Counter hit against crouching opponent, knockdown against airborne foes.
Normal Throws
Neck Hanging Tree :f: or (N) + :lp:+:lk:
Throw/40,50,50/7/2/20/Hard Knockdown
Body Slam
+:lp:+:lk:
Throw/140/7/2/20/Hard knockdown
Columns: Hit Level / Damage / Start up / Active / Recovery / Advantage hit / Advantage block / Cancel ability/ Notes (IF ANY)
Special Moves
Giant Palm Breaker :qcb: + :p: (LP,MP,HP or EX)
:lp: version - High/100/19/2/10/+13/+10/-/Knockdown against airborne foes
:mp: version - High/100/21/21/2/8/+15/+12/-/Knockdown against airborne foes
:hp: version - High/100/24/2/7/+16/+12/-/Knockdown against airborne foes
EX version - High 70,70/18/3/7/+16/+13/-/Knockdown against airborne foes
Moonsault Press :360: + :p: (LP,MP,HP or EX)
:lp: version - Throw/200/6/2/38/Hard Knockdown/-/-/-
:mp: version - Throw/200/6/2/38/Hard Knockdown/-/-/-
:hp: version - Throw/200/6/2/38/Hard Knockdown/-/-/-
EX. version - Throw/250/7/2/38/Hard Knockdown/-/-/ Frames 1-6 invulnerable
Shootdown Backbreaker :dp: + :k: (LK,MK,HK, or EX)
:lk: version - Air Throw/160/5/8/54/Hard Knockdown/-/-/ Airborne on frame 3
:mk: version - Air Throw/180/9/9/44/Hard Knockdown/-/-/ Airborne on frame 3
:hk: version - Air Throw/200/12/12/41/Hard Knockdown/-/-/ Airborne on frame 3
EX. version - Air Throw/200/6/8/54/Hard Knockdown/-/-/Frames 1-7 invulerable
Meat Squasher :360: + :k: (LK,MK or HK)
:lk: version Throw/200/19/2/-/Hard Knockdown/-/-/After startup, Hugo will grab in 1 frame when close
:mk: version Throw/200/19/2/-/Hard Knockdown/-/-/After startup, Hugo will grab in 1 frame when close
:hk: version Throw/200/19/2/-/Hard Knockdown/-/-/After startup, Hugo will grab in 1 frame when close
Ultra Throw :hcb: + :k: (LK,MK,HK or EX)
:lk: version Throw/60/10/2/-/Wall bounce,hard knockdown/-/-/
:mk: version Throw/60/10/2/-/Wall bounce,hard knockdown/-/-
:hk: version Throw/60/10/2/-/Wall bounce,hard knockdown/-/-
EX version Throw/60/10/2/-/Wall bounce,hard knockdown/-/-Ex version has better grabbing range
Monster Lariat :qcf: + :k: (LK,MK,HK or EX)
:lk: version High/70/18/3/26/Float/-7/-/Armor from frames 1-17, or until first active frame if Lariat is Super Charged
:mk: version High/70/22/3/26/Float/-7/-/ Armor from frames 1-21, or until first active frame if Lariat is Super Charged sets up juggle combo on hit.
:hk: version High/70/28/3/26/Float/-7/-/Armor from frames 1-27, or until first active frame if Lariat is Super Charged sets up juggle combo on hit.
EX. version High/70,70,70/15/3/(15),4(16),2/23/0/-3/-/Armor from frames 1-14, or until first active frame if Lariat is Super Charged.
Columns: Hit Level / Damage / Start up / Active / Recovery / Advantage hit / Advantage block / Cancel ability/ Notes (IF ANY)
Super Art
Gigas Breaker:qcf: + :3k: - High/70,80,80,150/7/3(15)4(21)2/34/Hard Knockdown/-14
If :3k: is held: full body frames 1-3,armor begins frame 4, Hugo swings on 8th frame after release, if :3k: is held beyond frame 36 Hugo Halts Attack.
Cross Art
:qcf: + :mp: + :mk: High/100/10/2/52/Switch/-32/Full Body invulnerability frames 1-11