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 :b:+: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

Again, this is the first time I’ve tried something like this. I will be updating to make this look cleaner.

thanks for this, very helpful.

It should be noted that the guide uses “Mid” by its Tekken definition for some reason (attacks that must be blocked high); they’re overheads in SF world.

it’s because the game itself uses the same designation

Shootdown Backbreaker DP+P should be DP+K, just a little oversight. Looks pretty good man.

your welcome

why did you post abel frame data? xD

try looking at the bottom of the spreadsheet dude, it’s every character

oh, my mistake

Sorry guys, work has been kicking my rear end. I will try to clean this up later today or tommorow.

Thanks for the info.

Edit: What are the properties of EX Meat Squasher?

No special properties listed in the guide.

Is Hugo’s super really -14 on block? I seem to remember I haven’t been able to punish it at all!

According to the guide, yep. Maybe because when you block it your pushed so far away from him that it seems safe?