Not exactly what you think of when you think of the standard Rocket Executive, now is it? This picture was taken a bit before he joined Team Rocket and before he evolved his Machoke. . .Many of the Cue Balls and Bikers along the Cycling Road sided with Team Rocket, and Hugo didn’t stand out from them much at first. Just a Machoke, Grimer, Raticate, Golbat, and a Koffing. . .Y’know. The usual.
Everything changed, though, when Hugo managed to steal a Hypno off of some random kid who was cycling past where he was positioned – he was ripe for the picking after having been weakened by the Snorlax outside Cycling Road. Hugo didn’t actually use Hypno to steal other Pokemon, though. That’d be far too much effort. He was always on Cycling Road dealing drugs anyway – signing up for Team Rocket just gave him a bit of extra cash. Instead, Hugo used his Hypno to steal Pokemon his fellow Grunts had stolen, taking the credit. Despite being an absolute as
shole to almost all of his allies, he was awkwardly popular, especially with the ladies. . .Nobody could seem to figure out why.
Due to Hugo having small time motives during this time, he didn’t actually get promoted to an executive until 3 years later during Team Rocket’s revival in Johto. During this time he’d evolved his Grimer and gotten a bit more daring with using Hypno’s powers, actually going out and using them on people other than his teammates. He eventually got a bit too greedy though and attempted to hypnotize Archer – the executive in charge of Team Rocket in Giovanni’s absence – to become the leader of Team Rocket. The immunity of Archer’s Houndoom to Hypno’s hypnosis, though, resulted in this backfiring and Hugo getting fired from Team Rocket. Planning to take a second crack at it, Hugo trained up his Machoke and evolved it to Machamp in order to deal with said Houndoom, but before he could go back to challenge Archer again he’d disbanded Team Rocket after having been defeated at the hands of some random kid Pokemon Trainer named Gold.
Hugo attempted to revive Team Rocket after its’ fall, hypnotizing as many of the stragglers as he could to join him, even getting some to come willingly who weren’t utterly fascinated with Giovanni. It still wasn’t enough, though, so Hugo went back to the old Biker Gang at Cycling Road and “convinced” them to join his cause. Ultimately, he was fairly content as the head of Team Rocket and the group ultimately just became another mob – not interested in world domination like every other evil organization that just worships various Legendary Pokemon.
***
Hugo doesn’t exactly play fair – true, Rocket Grunts with their
Rattatas Houndours are a bit hesitant to return their Pokemon when they send out their next, but Hugo takes things to the next level. . .He has all
six five of his Pokemon out at once! He uses his Koffing exclusively for Selfdestruct, hence why it hasn’t evolved and it’s pretty much always KOd. . .
Soooooo. . .How’s this work, exactly? We’ll get to how you control each individual Pokemon in their various sections, but first, let’s go over how Hugo actually loses a stock. . .He’s in the background like every other Pokemon Trainer around, so you can’t attack him. But seeing he’s not playing fair, why does the foe have to? KOing Hugo is how you make him lose a stock, and his damage meter is displayed by default. Whenever one of Hugo’s Pokemon is attacked, though, it swaps to show it instead.
If an attacked aimed at the background would hit Hugo, a psychic barrier will flash up, blocking the attack. To get rid of the barrier and force Hugo onto the battlefield, you have to KO Hypno, who is responsible for making the barrier. Once Hugo is on the main battlefield, he has the size, movement, weight, and jumps of a pudgier Ganondorf, and will always simply run to try to get to the center of the stage, you not getting direct control over him. Essentially, if Hypno goes down, you’re dead.
Hugo never thought of giving his Golbat to “specialists” to make it evolve like the leaders of other various organizations, but his Hypno has always been enough for him anyway and he sure as hell wouldn’t give his Golbat the care it needed to evolve himself.
Golbat is by far the Pokemon you have the most direct control over – Golbat is the only one who will respond to your moving the control stick about, and he has infinite free flight as he moves about at Mario’s dashing speed. This free flight can make Golbat near impossible to kill. . .Or rather it would, if Golbat weren’t as light as Mr. Game & Watch. Golbat will mostly be using his longer ranged moves and abusing his free flight so foes can’t take advantage of his weight. Golbat is very roughly the size of Wario with his constantly flapping wings taken into account
NEUTRAL AERIAL - WHIRLWIND
Golbat flaps his wings rapidly for 2 seconds, still able to move normally during this lag so he’s actually capable of pulling it off. After the start lag, he dramatically thrusts his wings in whatever direction you input, forwards by default. This causes a push effect as wide as Bowser that reaches out 3 Battlefield Platforms ahead of Golbat, pushing anything in the area of effect to the end of it at Sonic’s dashing speed. The wind effect stays out for half a second.
This is most obviously useful for gimping, but it plays a larger purpose in Golbat’s game – the whirlwind affects all your allies but Machamp, and thus it can save them from being knocked off-stage.
FORWARD AERIAL – MEAN LOOK
Golbat screeches out a single small sound wave upwards that vanishes quickly, causing what appears to be two much larger and more intimidating eyes to materialize in front of Golbat’s, though of course it’s all in the foe’s head. This takes half a second to set up, and after it is set up Golbat becomes unable to turn around (Though he can fly backwards, just 30% slower than his regular movement). He’s also unable to use any attacks, inputting attacks for him just canceling this move.
If Golbat is within half a Stage Builder Block of the foe’s vertical plane and three quarters of a Battlefield Platform of their horizontal position and the foe is facing Golbat, then the foe becomes unable to run away from Golbat, being unable to turn around. If they get out of range of the attack (The horizontal range is increased to 1.25 Battlefield Platforms now) or hit Golbat, then they’re free from the status effect. Golbat has to find an awkward balance of keeping away from the foe but not too far away, less the foe just jumps backwards to get out of range.
BACK AERIAL – LICK
Golbat extends out his gigantic tongue from his mouth, covered in drool, then whips it behind himself in a downward arc as he turns around. If Golbat hits a foe, this does 5% and some decent hitstun, covering up the otherwise bad ending lag. More importantly, it covers them in drool that lasts 12 seconds, causing them to trip whenever they attempt to dash or turn around. They still –can- turn around, mind you, they’ll just trip in the process. This is one of Golbat’s more potent moves, but requires him to get to close range and gives him punishable end lag. Considering you have little other reason to come up so close, this is also somewhat predictable.
If Golbat whips up his tongue at the ground, then he’ll create a little drool puddle where he did so and Golbat will keep his tongue out on the ground. If you move him around close to the ground like this he’ll keep his tongue out and continue to drag it along the ground, creating drool wherever he drags it. If he goes up off the ground, he’ll withdraw his tongue with half a second of lag. If a foe is standing on the drool, they’re treated as if they’re covered in drool. Unfortunately this only lasts 10 seconds, but it’s somewhat safer than hitting the foe with the move directly.
UP AERIAL - PURSUIT
With no visual indication whatsoever, Golbat flies at his regular movement speed to get behind the foe. He gets on the same vertical plane as them and half a Battlefield Platform behind them. From here on, Golbat pursues the foe until you press the A button again. When the foe turns around, Golbat flies through the background to get to the opposite side of the foe, never letting himself be vulnerable. When the foe dodges, Golbat hits them for 5%, though this doesn’t knock them out of the dodge.
To knock Golbat out of this, you have to repeatedly turn around faster than Golbat can reposition himself to get behind you for him to get into a position you can hit him, though that’s not really possible if there is drool from Lick in play. Aside from this being a useful move of it’s own accord, you can fake using this move in order to get up close to the foe. If they’re being pressured and don’t have time to deal with you, they’ll be fodder for Lick. If they turn around, you’ve achieved the necessary spacing for Mean Look.
DOWN AERIAL - SUPERSONIC
Golbat starts screeching horribly as he starts firing sound waves down towards the ground. The waves are half a Battlefield Platform’s width, and are fired at such a rate there’s a Mario height in-between each of them. They go downwards at a rather modest pace of Jigglypuff’s falling speed. Golbat will keep doing this until you press the A button again or he’s hit, meaning just commanding him to do this is an easy way to lessen the micromanagement on your hands.
Upon going through the middle of one of the sound waves, your controls will become reversed, and so long as you stay under the supersonic waves your controls will stay reversed, randomly re-reversing every 5 seconds. If you leave the area where the supersonic waves are coming down, your controls will return to normal after 3 seconds. Control reversing can be quite nice when the foe is covered in drool, as while innocently turning around may not seem like much normally, when they’re covered in drool they’ll constantly be tripping.
Without a doubt, Hugo’s main Pokemon. It's the only one Hugo bothers to refer to by nickname due to him being more of an actual partner than a tool via psychic communication. While Hypno was stolen, Hypno actually preferred Hugo to his old trainer, as he related to him far better than a bratty do gooder.
Hypno is Hugo's main method of kills, and his survival also depends on Hypno. Hypno will undoubtedly be the enemy’s main target and foes will constantly be in his face. . .Exactly where he likes them. Hypno is a bit shorter but a bit wider than Marth, and weighs as much as Wario.
Hypno is constantly swinging his pendulum about in front of himself. If a foe stays on the same vertical plane as Hypno and face him for 5 seconds, they’ll get hypnotized and will go –walk- (Not dash) off the nearest edge until the hypnotism wears off, the hypnotism lasting 1.5X as long as a grab until they button mash out. If there are multiple foes, then the hypnotized foe will fight on your side as a CPU controlled ally with the foe having 5x the regular grab escape difficulty. Naturally, all of Golbat’s tools to make it awkward for the foe to turn around massively assist Hypno in pulling this off. Aside from the more obvious ones, Whirlwind can also assist by launching the foe into the air where they can’t turn around.
While 5 seconds seems like an eternity, that’s assuming the foe is the entire length of Final Destination or farther away from Hypno – the hypnotism works more quickly if they’re closer to him. If they’re right in Hypno’s face, the hypnotism takes a single second.
You –still- don’t find that usable enough? Bah. When the foe turns away from Hypno, any hypnotism he’s done on the foe isn’t instantly undone. Instead, the foe must face away from Hypno for the same amount of time they were facing Hypno for it to entirely wear off. As an example, if the foe faces Hypno for .8 seconds, turns around, but then turns to face Hypno again after a mere .1 seconds, it’ll be as if they were facing Hypno for .7 seconds.
NEUTRAL SPECIAL – CONFUSION
Hypno raises up his hand that he isn’t constantly swinging his pendulum with as a DK sized area just barely over half a Battlefield Platform ahead of him distorts slightly. Anyone within this area takes 1%, flinching, and has their controls reversed for 10 seconds. This has a mere .2 seconds of lag on either end, which makes up for the awkwardly specifically placed hitbox.
So. . .What’s the point of having multiple generic control reversing moves in Golbat’s dair and Hypno’s Neutral Special? Well, all of Hugo’s Pokemon have a way of doing this, and it’s possible for multiple control reversings to stack. If 2 control reversings are on the foe, then the foe’s controls jolt back to normal for a single second before re-reversing every 5 seconds. With 3 control reversals, every 4 seconds, and so on. This isn’t a blatant control scrambling to screw the foe over – playing with reversed controls is easily possible, though if they’re –constantly- shifting it can be rather awkward. However; even with just a couple, it almost guarantees that the foe will stop doing and turn around every so often.
SIDE SPECIAL – BARRIER
Hypno brings up his hand and swirls it around in a circular motion, creating an invulnerable invisible barrier the size of Ganon half a Battlefield Platform in front of or behind him based off whether this was input as a Forward or Backward Special. If you input this as a smash, it will be a full Battlefield Platform away from Hypno. The barriers briefly become visible when they’re hit. Hypno can have 3 barriers up at a time, and each last 30 seconds, briefly becoming visible as they vanish. This has .25 seconds of lag.
The most obvious applications of this are to defend Hypno and your other Pokemon (Mainly Raticate) – notice how Confusion has just barely more range than a default Barrier? It can come in handy to attack foes from behind barriers. After that, you can box them in with a second barrier a full Battlefield Platform away. Sure, they can just approach over the barriers, but while they’re there they’re excellent fodder for Golbat, as Supersonic will cover the entire width in-between 2 Barriers. Better yet, though, Barriers enable Golbat to get as close as he wants to the foe with Mean Look without getting –too- close so long as he’s on the opposite side as the foe, and needless to say the foe being unable to turn them around makes them fodder for Hypno’s hypnosis.
UP SPECIAL – PSYCHIC
By default, Hypno levitates himself with this move as his non pendulum wielding hand gains a purpleish/pinkish aura, enabling you to move him around at 0.75x Ganon’s dashing speed for up to 2 seconds before he goes into helpless. This obviously takes priority over Golbat’s normal movement, so you may want to set up Golbat in an ideal position to use Supersonic before you have Hypno recover/reposition him. This is lagless to begin and Hypno can come out of it early (And into helpless) by pressing B.
DOWN SPECIAL – LEVITATION FIELD
Hypno uses his psychic powers on the ground either in front of him or behind him based off how you angle the Down Special (Forward by default), causing it look distorted. The area affected is half a Battlefield Platform away from Hypno in the input direction, and it’s width is, once again, half a Battlefield Platform. Anybody who steps onto this ground will be levitated just barely into the air and be treated as if in the air, though this levitation field will restore recoveries so a foe isn’t stuck in helpless forever if they land on it after failing a recovery.
If the foe is trapped between two Barriers you set up, you can set up a levitation field in-between the two Barriers to force them into the air if Hypno still hasn’t moved. The most obvious benefit of the foe being in the air is they can’t turn around to look away from Hypno’s pendulum, though it benefits Raticate and Muk to an extent also. . .The levitation field doesn’t affect your Pokemon normally, but under certain circumstances it can levitate parts of Muk’s ooze.
Hugo’s Raticate is extremely feral, and will tear apart nearly anything it sees on sight. Sometimes it even gets so carried away that Hugo has to have Hypno force it to stop before it turns on him.
While you don’t have control over Raticate’s movement, he’s far from stationary – Raticate constantly approaches the enemy, dashing at Mario’s dashing speed and having a single jump as high as Falco’s with which to pursue foes into the air. Considering he’s only a bit bigger and heavier than Pikachu, this can make it quite easy for the foe to bait him off-stage and kill him. Aside from Hypno, Raticate is one of the main Pokemon Golbat is going to have to babysit, constantly blowing him back to the stage with whirlwinds, though if he proves to be too much of a nuisance you could always just have Hypno place a Barrier in-between Raticate and the foe.
Due to standards and aerials occupying the same button, Raticate’s attacks are activated by pressing the shield button, as otherwise it’d be impossible to make Golbat and Raticate attack individually. Because of this, none of the Pokemon have shields or dodges, though it’s not a big loss when the Pokemon can defend each other so well.
NEUTRAL ATTACK – BITE
Raticate bites forward over .25 seconds with pitiful range. You can hold the button for Raticate to delay the chomp after he opens his mouth for up to half a second, which makes it easy to catch somebody coming out of a dodge from an attack of another Pokemon. If you choose to delay the attack, you can angle the attack during said time also.
Upon contact, this deals 5% and Raticate latches onto the foe, chomping into their flesh and not letting go as he latches onto them. Raticate has to be knocked off like a Pikmin, dealing 4% per second until knocked off. It’s pretty easy to get him off, but this move means that if a foe baits Raticate off-stage he can latch onto them and recover back to the stage with them. If you didn’t know, to knock off Pikmin foes have to use an attack with the body part they’re latched onto to knock them off, and this also applies to Raticate. If the foe has no attacks that can hit where Raticate latched onto them, they can button mash him off with regular grab difficulty. If Raticate inputs anything, he’ll let go of the foe – no need to go down with a foe if they’re going into the abyss.
FORWARD TILT – TAIL WHIP
Raticate leaps very slightly into the air and does a 360 spin, keeping all of his momentum in-tact before landing back on the ground as he continues to dash at the nearest foe. Raticate fully extends his tail during the spin, and it’s a hitbox that turns deals 5% and turns foes around like Mario’s cape. This attack has no start-lag, though a duration of half a second.
The most notable thing about the attack is obviously the ability to force foes to turn to face Hypno, but Raticate has his own needs for wanting to turn the foe around. Needless to say, there are few attacks where the foe’s back is a hitbox, so it’s an ideal place to latch onto with Bite. True, they can turn back around before you bite them. . .But not in the air, where turning around is impossible. Considering foes like to bait Raticate off-stage, you’ll have plenty of opportunities to do this. If both Raticate and Hypno are facing the foe, it can also make it awkward for the foe to turn around, as they’ll be exposing their backs to Raticate. Aside from this, Raticate can bite at people’s backs by Golbat/Hypno preventing foes from turning around via Mean Look/Levitation Field, respectively.
UP TILT – QUICK ATTACK
Raticate crouches down, stopping all his movement as you’re allowed to charge for up to 1 second, but you can’t hold or store the charge. Upon release, Raticate bolts .5-2 Battlefield Platforms in whatever direction you input at Sonic’s dashing speed. If used in the air this puts Raticate into helpless. Raticate is a hitbox that deals 5% and flinching while using Quick Attack. This move has no lag whatsoever outside charging, though if a foe knocks you out of this (It can be out-prioritzed by anything that isn’t a projectile) you take triple hitstun. If this is aimed downwards, Raticate can go down through drop-through platforms with this, his only way of doing so.
The most obvious way to use this is to get above foes to latch onto their heads with Bite – characters without headbutting moves will be unable to shake you off. While most characters have headbutting moves, they’re rarely aerials – why not have Hypno make a levitation field under the foe so Dedede can’t use his utilt? Aside from this, latching onto the foe’s head reverses the foe’s directional controls and scrambles the buttons until Raticate is knocked off, making it harder to find the button input to get him off with.
DOWN TILT – SUPER FANG
Raticate turns to face the screen and stops pursuing the foe, then does a gigantic dramatic chomp, his mouth drooling slightly during the excessive starting lag that mirrors Falcon Punch, with punishable (Though not particularly bad) ending lag. If this connects, it deals good but set knockback that won’t kill. . .But it doubles the foe’s damage percentage.
Obviously useless at the start of the game when the foe has no damage, but more and more useful as the foe takes more and more damage. Considering Hugo’s team kills through what are essentially classic pummel KOs via Hypno’s hypnosis, more damage is always welcome even if the foe already has a good 100%. This has enough range to hit foes being barely levitated off the ground from Hypno’s levitation field.
Muk once having been a Grimer and Hugo once having been a Grunt, it’s no surprise how Muk takes knockback – he can’t be knocked into the air and is constantly grounded. Muk can be knocked off the stage, but considering he has so many states where he’s invulnerable/has superarmor and that he’s as heavy as Bowser, he can also be killed in a stamina fashion, having 80 stamina. Unfortunately, Muk takes double hitstun, meaning the foe can hammer on him relentlessly if he whiffs an attack. Of course, Muk’s allies can come to his aid to prevent him from being helplessly comboed. Much like Golbat, Muk can stick around forever if played conservatively - he’ll generally want to be hiding away, only coming out to land guaranteed hits. In his idle stance, Muk is as wide as but a bit shorter than Bowser.
DOWN SMASH – SLUDGE
Muk turns to face the screen and crashes downwards over .65 seconds, having superarmor/anti-grab armor while doing so. Anyone hit by this is knocked into their prone state and takes 20-30% damage. More importantly, though, the foe will be covered in sludge which lasts for 17 seconds, doubling the lag the foe has when turning. After the attack is over, Muk deforms into a mass of ooze that’s a battlefield platform in width and invulnerable to attack, going through any drop-through platforms along the way. Any input Muk makes will be treated as a usmash in this state.
If Muk manages to land this on a foe over Hypno’s levitation field, Muk won’t crash into the ground and instead will stay on top of the foe in a goopy mass as the levitation field keeps Muk on top of the foe, tripling their falling speed and reversing their controls. If you have two Barriers to box the foe in, the only way to escape is to kill off Muk. Any attacks aimed upward at Muk will damage him in this state, but if Muk ever gets into danger of dying you can stop the levitation field and Muk can fall to the ground and turn to ooze like normal.
UP SMASH – STICKY HOLD
During the charging, Muk extends his mass to go farther and farther upward, reaching up to double Ganon’s height at full charge. Upon releasing the charge, Muk simply does a very fast generic grabbing motion upwards over a mere .15 seconds. If Muk grabs a drop through platform or ledge with this move, he will pull himself up through it/to it. If he grabs a foe, they can escape with double grab difficulty, but are still perfectly capable of attacking during it – they’re simply incapable of any form of movement due to Muk having their legs grabbed, even turning around. . .While they technically –can- dash away from Muk, their movement speed is halved, and if they ever stop dashing they’re immediately pulled back to Muk. If they get 2 Battlefield Platforms away from Muk, they can break loose early, but Golbat’s drool from Lick can make escaping in this manner impossible.
While Muk has the foe grabbed, he can input usmash/dsmash to extend his body upwards and downwards to change the position the foe is in, or fsmash to throw them forwards for 13% and knockback that kills at 180%, one of your viable non Hypnosis KO methods. While this move is very fast, the hitbox is directly above Muk, who is quite tall, making it very awkward to land. However, Hypno’s Levitation Field puts the foe at the perfect height to be grabbed.
If Raticate is latched onto the foe’s legs/lower portion of their body with Bite, then the foe can shake them both off at once, but with quadruple grab difficulty. Latching onto their head may be the preferred option, though. . .While a levitation field can lock the foe out of grounded headbutting moves, what about Ness, who has an aerial headbutting move in his uair? Muk can keep him grounded so he can’t knock Raticate off.
If Muk is a pile of ooze from his dsmash, then when he uses usmash he’ll reach only his hands up out of the ooze if the move is uncharged, enabling him to hit foes on the ground. If a foe is standing on the ooze, Muk’s hands will come up underneath them automatically. Otherwise, Muk comes up in the middle of the ooze pile. If you angle the smash, he can appear at either far side of the ooze. If you whiff the move, Muk has half a second of ending lag as he reforms, though he stays as a pile of ooze if he grabs a foe, only reaching out his hands from the ooze.
FORWARD SMASH – POISON JAB
Muk extends out his arm .5-4 Battlefield Platforms while charging, moving it very quickly, though the move will end early if he reaches a ledge to tether onto. After reaching out that far, he simply does a very swift smack with his fist, dealing 25% and good set knockback, though this has .3 seconds of pre-charge lag so it can’t be spammed at close range. This has variable ending lag as Muk reels his arm back in, it being worse based off how long you charged.
This can be out-prioritized by any non projectile attack, but if you hit Muk’s arm it won’t take off from his stamina. Furthermore, the part of Muk’s arm you hit and all the rest of it extended out from Muk will get cut off from Muk, falling to the floor and turning into ooze. If a foe hits your fully extended arm right next to your body, you’ll have 4 Battlefield Platforms of ooze.
What use is this ooze? Well, if you turn into ooze via your dsmash and your main mass of ooze connects to the rest of the ooze, it’s treated as part of your main mass, meaning you can make the whole floor potentially deadly for the foe to walk on. Unfortunately when Muk comes back up he absorbs all the ooze back into himself, but you’re not stupid enough to whiff that, right?
. . .But the foe isn’t going to be stupid enough to help you cover the floor in ooze by hitting the right part of your arm at the right time. How do you make them? Foes have no lag when they escape Machamp’s (Traditional) grab, which means they’ll probably fire off an attack to knock off Muk’s arm if he’s positioned properly. The exact positioning is somewhat difficult to achieve with Muk and Machamp individually, but Golbat’s Whirlwind can fix things up nicely.
Machamp is like an SSE boss in that he never takes knockback or hitstun. While he is grabbable, throwing him will just deal the damage and leave Machamp right in the foe’s face. Machamp has 120 stamina, making him quite intimidating to take down, and he generally –will- be the last Pokemon the foe thinks of targeting. Even then, though, he –is- killable in the midst of a 5 on 1 battle, mainly due to the long duration of his attacks and the fact he doesn’t take hitstun working against him, enabling foes to hammer Machamp at his open spots repeatedly.
Machamp is as large as Bowser, his arms stretching out into the foreground and background and not being hurtboxes. When attacking, his arms are disjointed hitboxes. Machamp moves by constantly patrolling the stage back and forth as he does an about face upon reaching edges/walls/walk-offs, chugging along at Ganon’s dashing speed. Due to Machamp’s awkward movement, he performs best when his movement is more controlled by putting him between 2 Barriers. Unlike Raticate, Machamp stops moving while he does his attacks.
NEUTRAL GRAB – TOWERING FORTRESS
Machamp turns to face the screen and reaches out two of his arms directly to either side, and two of his arms at upward diagonal angles. Machamp has half a second of lag to come into this and holds the pose for a full second before having another half second of end lag. The range of the move is obviously very good, but if you stay very close to Machamp and away from his hands you can avoid the many hitboxes and have a full 1.5 seconds to punish him. Muk can defend this open space well if he’s underneath Machamp in ooze form.
SIDE GRAB – STONEWALL
Machamp brings all four of his arms in front of or behind him, again with half a second of starting and end lag and a duration of a whole second. The hands are all lined up so that you’re essentially creating a grab hitbox the size of Ganondorf in front of/behind you, making this a more focused hitbox instead of several smaller ones. Due to Machamp’s impressive reach and the fact this hitbox lingers, Machamp can reach through a Barrier with this and if the foe rolls towards the barrier they’ll still get grabbed.
UP GRAB – STOMP
Machamp leaps into the air 1.25 Ganondorf heights, keeping all of his momentum in-tact as he does so. If he lands on someone, he’ll deal 10% to them, then scrape them off the ground and put them in his normal grab. Considering the move is rather telegraphed, the move’s main purpose is to let Machamp jump over Hypno’s barriers and give him more general mobility, especially considering he can grab ledges during this attack.
DOWN GRAB – BULLET PUNCH
Machamp puts out two of his fists forward in a “Superman” like position as he flies forward 2 Battlefield Platforms a bit slower than Sonic’s dashing speed, grabbing any ledges he come in contact with. If the punch connects, it deals 7%, but before the foe can be knocked away Machamp hastily grabs them with his other two arms. This move has .25 seconds of starting lag but a very bad 2 second ending lag if whiffed, meaning you can’t spam this for movement. What the fact that Machamp possesses this grab does mean is that he doesn’t have to just happen to be next to the enemy in order to do something and doesn’t make it mandatory to put him in a play pen with barriers.
PUMMEL – WRESTLING
Machamp uses his superior strength to wrestle around with the foe to face the opposite direction they normally do, most probably in order to face Hypno. If Muk and/or Raticate are latched onto the foe, the grab difficulty increases, doubling/quadrupling if one or both of them are there.
FORWARD THROW – STRENGTH
All of Machamp’s throws are input by pressing Z accompanied by the direction of the throw you want to use.
Machamp grabs onto the foe’s two arms/appendages with his own two arms, then gets into a contest of strength with the foe as he pushes against them and the foe automatically pushes against him. By default, the foe is constantly pushed back at the rate of Ganon’s walk, but the difficulty of escaping the grab regularly doubles, which can really stack if Raticate and/or Muk are involved. However; random button inputs appear over the foe, and if the foe inputs them they’ll gain a boost of strength and push Machamp back half a Battlefield Platform. It’s normally very easy to push Machamp off the edge to escape the grab, but if his back is to a barrier your controls are scrambled via Raticate latching onto your head things aren’t too fun. Granted, if you do push Machamp off the ledge, he goes into helpless and dies, but he wouldn’t be stupid enough to use this throw in a situation where you could do that. Machamp won’t actually push the foe off the edge with this move. If Muk is latched onto the foe, he’ll get knocked off after the foe makes their second successful burst of strength so you can’t just hold the foe in place with 8X grab difficulty for what’s essentially forever.
Having no Barrier behind you can be advantageous in that it can make the foe want to fight against you by pushing rather than button mashing if they can get you off the edge quicker. . .But of course, you’re just baiting them into Muk preparing to collapse and use Sludge or Raticate about to use Super Fang. Foes can time their burst of strength to get past them under certain circumstances, but if they’re both lined up this is rather rare. Of course, they could just wait it out, but then they’ll probably get hypnotized by Hypno. This doesn’t even bother to take Golbat into account, who can easily land a Supersonic if positioned behind Machamp no matter how the foe times their burst of strength, and he can also Whirlwind Muk/Raticate if the foe attempts to push past them.
BACK THROW – BRICK BREAK
Machamp turns around with the foe still in his grip, then throws the foe down and performs four karate chops on them, one with each arm, each dealing 2%. If the foe is against a barrier, it shatters and the “glass” from it digs into the foe, making each karate chop deal an extra 3% damage. Normally this does 8%, but up against a barrier it does 20%. Of course, if used against a barrier it destroys it in the process. While this –would- be a more situational throw, your side grab is practically made for using this throw.
UP THROW – DIZZY PUNCH
Machamp wings up his two upper arms on either side of his body at once, then smacks the foe’s head from either side, dealing 13% and causing the foe to get knocked up into the air, spinning around dizzily as they get shot up with high but set upward knockback until they reach the peak of their (very quick) ascent. Their eyes are constantly swirling with dizziness from the punch, though, causing them to have double the normal lag while turning for 17 seconds as they sway about in a drunk fashion when turning around. Both this and Muk’s Sludge aren’t huge burdens to foes, but together they stack to make foes have quadruple turning lag. Even with just one of these turning lag status effects on the foe, Raticate’s Tail Whip suddenly becomes very spammable. With both effects, it’s impossible to turn around quickly enough to face Golbat when he’s using Pursuit on you.
DOWN THROW – DYNAMIC PUNCH
Machamp does an incredibly laggy punch with his 3 arms not holding the foe that takes up 2 seconds, during which time the foe is able to escape the grab. With Raticate, Muk, and/or a high damage percentage on the foe helping, though, it’s possible to keep them held down long enough to land this. On contact, it deals 20% and reverses the foe’s controls for a whopping 15 seconds, along with knockback that KOs at 165% - your best KO option if for whatever reason hypnosis won’t work or Hypno is dead.
FINAL SMASH – SELF-DESTRUCT
The screen zooms in on Hugo as he sends out Koffing from his Pokeball, who is KO’d, presumably from a previous Explosion. He feeds him an Energy Root to revive him, then grabs him in one hand as the screen zooms back out and a cursor appears. After you press B again or 5 seconds pass, Hugo will throw Koffing at the desired location, yelling out “SELF-DESTRUCT!”. Koffing explodes in a Smart Bomb sized explosion dealing 35% and KOing at 60%, the explosion lingering on for 2 seconds to prevent a casual spot dodge. While the blast can hurt your Pokemon, Hugo returns any of his Pokemon that would immediately be hit by where he threw Koffing, sending them back out where they were after the smoke has cleared.
PLAYSTYLE
Hypnotism
More than any of my other sets, the entire moveset is really a playstyle summary for this one. Hypno’s hypnosis is at the center of Hugo’s playstyle, as the many tools he has in his arsenal makes it near impossible to look away. While control reversals make the foe only turn around briefly, when combined with Muk’s sludge or Machamp making the foe dizzy or Golbat’s drool from Lick turning around can leave them very vulnerable whenever they attempt to do so. Hypno can also trap the foe in a levitation field between two Barriers or Muk can grab them with his usmash so the foe can’t turn around, or perhaps you prefer using Golbat’s Mean Look? In order to more easily land the Mean Look, you can use Pursuit some then pretend you’re using it later on to get the spacing you need for Mean Look. While using Pursuit, you can get the foe to turn around a good bit, especially if they have some sludge on them/are dizzy. Once hypnotized, the foe doesn’t have to mindlessly walk the whole way off the stage – make good use of Golbat’s whirlwind to finish them. This is the main part of Hugo’s game and has been made very clear throughout the set, so I’ll go over how to do less obvious things.
Damage Racking
Earlier on when attempting to get some damage, some of your better bets are Golbat’s pursuit and Raticate latching onto the foe for some damage over time. Considering you’ll be giving them so much to dodge, Golbat will tack on more damage than you’d think. Before seriously going for hypnosis, you may also want to try to focus on getting a grab with Machamp so the foe can interrupt Muk’s poison jab to cover the stage in sludge. After you get a bit of damage, you can aim for Super Fang with Raticate for your damage racking needs most probably by having the foe push against Machamp in a contest of strength and into Raticate's mouth.
Defending individual Pokemon
While Hypno needs to be defended, Hugo’s team is a more offensive “character” to play. They’ll inevitably keep getting to Hypno if you focus on just defending – the main way to keep Hypno and everybody else safe for that matter is to just overwhelm the foe with pressure. If you’re having trouble with this, though, have Golbat splatter some drool with Lick on the floor/foe to prevent them from dashing, giving foes a harder time approaching Hypno. If Hypno or Raticate ever get into danger, Golbat is generally the one to look to to save them thanks to whirlwind. Muk should never be stupid enough to not go into ooze form if he’s pushed towards the edge, but if he starts getting comboed just let Raticate approach the foe automatically and interrupt them long enough for Muk to go into ooze form. Machamp is a similar case if he’s being pressured during some of his lag. Of course, you could always let the foe attack one of them for a while to keep their attention off of Hypno, then just play conservatively with that Pokemon when they’re in more danger of death. Once Hypno is dead, treat Hugo himself like Hypno, but play far more conservatively. All that needs to be done to him is being poked off-stage unless Golbat is closeby, and it’s even harder to defend without Hypno himself around to help.
MATCH-UPS
VS. ROCKET GRUNT: 60/40, ROCKET EXECUTIVE’S FAVOR
So the Grunt wants a promotion? Psshaw. He thinks he’s dirty delaying it a bit when he returns his Pokemon before he sends out his next – the executive has all of his out at once! Hypno’ll set him straight. . .
The most obvious thing about the match-up that leaps out is the fact that the Grunt’s poison mechanic is very awkward here, as he has to work on it with 5 individual targets. It may as well be entirely impossible to do on Golbat due to his flight, Machamp due to his lack of hitstun/Bullet Punch, and Muk due to him being able to just retreat into the ooze. Hypno, the one you have to actually hit with it, is thankfully perfectly vulnerable. If you want to kill Raticate, you’re best off abusing Zubat’s virtually infinite horizontal recovery anyway.
Houndour’s poorly designed fsmash gives the finger to any and all traps on the ground (Though it won’t affect Barriers due to them levitating), making Lick useless when aimed at the ground, but more importantly giving Houndour the ability to force Muk out of his ooze form, returning him to normal. Muk will awkwardly slide to the nearest piece of land after he gets shot out of the lava, which can also potentially knock him off-stage. Either way, Muk can no longer go hide away whenever he wants, making him very east for the Grunt to kill with or without poison. As mentioned earlier, Zubat can also kill Raticate, Zubat’s small and constantly aerial hitbox forcing Raticate to use his utilt to reach him to latch onto him making him very predictable. Don’t even think about bringing Zubat out until Muk’s dead, though, as Muk’s usmash can hit Zubat when Muk’s in his normal stance due to Zubat’s aerial stance.
The other positive thing for Grunt in this match-up is that he can switch out to rid himself of status effects, but the status effects will resume where they were once the Grunt brings back out the Pokemon they were applied to. Considering Grimer is completely and utterly useless outside being fodder to be explodified, though, this is not as useful as it otherwise would be.
Hypno is only really killable by poison once there’s less pressure on the Grunt by killing off Muk and Raticate, and his weight will prevent a single casual explodification of Grimer from killing him. Even if they do manage to kill off Hypno, though, killing off Hugo himself isn’t as easy as it normally would be due to how weak the Grunt’s Pokemon are. Racking up yet another poison kill is very awkward just for the helpless trainer behind the Pokemon. Granted, at this point, only Machamp and Golbat should still be alive, so the Grunt can still just pressure Hugo off-stage for the kill, but Machamp/Golbat will certainly still get in some final hits. That is, if the Grunt ever makes it this far.
VS. ARBOK: 65/35, HUGO’S FAVOR
The worst thing for Arbok is that Hugo’s Pokemon have no shields to grab or dodges to punish with background hitting attacks, and his usually beastly fthrow is rendered moot when there are other Pokemon around to interrupt grabs. Thus, Arbok is going to want to go for an early cheap kill on Hypno and approach with his Dashing Attack.
Arbok can go around Barriers with his Dashing Attack, yes, but not when he’s being levitated by a levitation field or there’s drool in play so he can’t dash. Furthermore, if he somehow does use it, it counts as a dodge which Golbat will punish him for with 5% via Pursuit if he’s using it. If he stays back there, he’ll continue punishing him every .3 seconds. Before any of that can happen, though, Arbok can just immediately approach Hypno at the start of the match and continue pressuring Hypno off-stage. While Arbok isn’t the best gimper, Hypno can’t do much in retaliation and Arbok has a very good recovery, enabling him to pursue Hypno far off-stage. This can also end up potentially killing Raticate if Arbok is ballsy enough, though Golbat will probably just blow everybody back onto the stage with Whirlwind. If Golbat is feeling ballsy, though, he can also potentially blow everyone –away- from the stage, potentially killing off Arbok and letting Golbat, Machamp, and Muk get the lead on Arbok for the next stock while Arbok still has to kill Hugo. Muk can also snipe Arbok from off-stage with his fsmash, and Raticate may potentially latch onto Arbok’s head and screw over his attempt at killing Hypno, or at the very least survive himself.
Needless to say, the situation looks bleak for Arbok just immediately attempting to gimp Hypno. He can still approach over to Hypno, though, and thus Arbok will want to just mindlessly beat on Hypno a bit to get up his damage before going for the gimp, though he’ll have to avoid the other 4 Pokemon in the process. In order to give Hypno a chance to escape, you're best off landing a usmash/grab with Muk/Machamp, or potentially forcing Hypno to have his –back- to Hypno with Golbat’s Mean Look.
Arbok absolutely must score a very fast kill on Hypno, as the momentum of the match will stack against him very quickly otherwise. While it is quite possible, it’s also possible that he’ll just make the momentum go even further against him by Golbat killing Arbok in the process of him killing Hypno, letting Hugo get off free.
VS. WEEZING: 40/60, WEEZING’S FAVOR
Weezing is aerial like Zubat, but only barely aerial, meaning he’s not high enough for Muk to casually throw out a usmash and grab him. However; Weezing isn’t low enough that Muk can turn into ooze and grab him from below with Usmash immediately, meaning Muk has to come up and out from the ooze, telegraphing the grab and forcing him to re-absorb all of his ooze even if he does hit Weezing.
Weezing’s gas is created very easily and sticks around for near forever, and due to the awkward movement of the Pokemon they can’t do much about it, taking constant damage. This is the worst news for Muk and Machamp, who are vulnerable to stamina KOs. Muk can hide from the gas by turning into ooze, though he in general has very limited use here. Weezing struggles to KO anybody outside Muk or Machamp, especially Golbat who can fly over the gas, outside Explosion. Machamp is the best person at interrupting this if Weezing has flinching gas defending him during the starting lag due to his inability to flinch and Bullet Punch, but Machamp is the easiest Pokemon for Weezing to kill. If Machamp wants to survive, he’ll have to constantly be using his up grab to jump over the gas, which makes him near useless while he is alive and makes the match all the more stallish and to Weezing’s advantage. While Weezing has a long while to go to kill Machamp, Muk can’t do anything and Raticate is easily baited off-stage thanks to Weezing’s excellent recovery and the fact he has plenty of attacks with hitboxes on every part of his body, easily able to knock off Raticate if he latches onto him. If Weezing does get Hypnotized at good damage, said recovery will also largely help him in surviving it and making it back onto the stage.
The only downer for Weezing is his inability to chain-grab due to the other Pokemon around, but he hardly needs it. By the time Machamp finally dies, Hypno’s damage will be absolutely massive, making him an easy victim to kill even without Explosion, though Explosion can also potentially kill Muk or Golbat if they attempt to stop Weezing from exploding, leaving Hugo himself almost entirely helpless after Hypno dies – which is more important than you’d think considering how slowly Weezing plays, making him take a while to kill Hugo and letting any surviving Pokemon whale on him for a decent bit longer.
VS. HOUNDOOM: 55/45, HUGO’S FAVOR
It seems Hugo is finally going to get that rematch with Archer’s Houndoom after all. . .Let’s see if training up Machoke was worth it, shall we?
Raticate is the easiest Pokemon for Hondoom to kill even despite him not being able to bait Raticate off-stage due to his bad recovery. This is due to Raticate always approaching right through Houndoom’s lingering fire hitboxes. While these hitboxes won’t knock Raticate off of Houndoom when he’s latched on, it’ll make him take all the more damage, and before long Raticate will be vulnerable to a single clean hit.
In order to still use Raticate, Hugo will want to either hurry up the intial damage racking phase so Houndoom has enough damage for Raticate to double with Super Fang or just block off Raticate with a Barrier until Houndoom has said damage. Once Houndoom has a good chunk of damage, you can feel free to let him get killed, as most of his use will of expired.
Machamp can also fall victim to the damage of these hitboxes due to his awkward movement, and you don’t even have to finish him. While he’s still alive though (And it’ll be a good while before he dies), you can’t hide in your fire hitboxes for defense due to him able to march right in and grab you, taking zero hitstun. Houndoom will want to stay away from Machamp and just leave his fiery hitboxes behind for Machamp/Raticate while pressuring Hypno. If Houndoom choses, he can also do a pretty good job of pressuring Muk, particularly if Muk comes up to try to grab Houndoom while he’s in-between 2 Barriers and fails. Houndoom’s fire hitboxes can cover up most of the space in-between them, causing Muk’s double hitstun to lead him to a quick demise as he’s constantly juggled between them with minimal effort from Houndoom.
While Houndoom can take care of Raticate and Muk very well and can eventually kill Machamp, it’s difficult for him to survive long enough to kill Machamp. Overall, Houndoom is pretty vulnerable to hypnotism with his poor air-game/recovery making him die quickly and Levitation Field screws him over pretty badly. Houndoom also struggles to kill off Hypno himself and will generally hesitate to finish him until later on due to his grab-game being obsolete due to it being easily interrupted. If he kills Machamp, though, his grab-game becomes much more feasible with only Golbat to interrupt it, who can constantly be swatted away whenever he approaches due to his low weight.
The main thing that makes this match-up more winnable for Houndoom is that he can easily set up inside his flash fire, constantly having boosts with which to attack Hugo’s Pokemon. If he focuses on killing Machamp, his powered up hits will make quick work of him when combined with his lingering fire hitboxes and Machamp’s lag. It’s not like Houndoom actually needs his grabs to kill Hypno anyway and can use his powered up attacks to finish him, potentially taking him down before Machamp if he manages to approach quickly enough so there’s a barrier locking out Machamp from Hypno/Machamp.
VS. ALUCARD: 100/0, HUGO’S FAVOR
Lol turning lag
PICKING UP HUGO
Controlling 5 characters at once and with the teamwork level needed to play Hugo effectively is no easy feat, even with the ability to “set and forget” some of Hugo’s Pokemon with stuff like Hypno’s Levitation Field and Golbat’s Supersonic. Thankfully, there’s an easier way to learn each of his Pokemon individually.
On the character select screen, all of Hugo’s Pokemon are around him on his portrait, containend in see-through Pokeballs (Like the Pokemon Manga if you’ve read it) so they can all actually fit on said portrait. If you click on one of them with your cursor, then that Pokemon will get a white outline around them like when you select one of PT’s Pokemon. You’re allowed to select as many as you want – if you don’t select any the game treats it as if you selected them all.
Once you get into the game, any of the Pokemon you didn’t select will be controlled by the computer, enabling you to focus on just controlling the Pokemon you selected. Considering how fewer inputs each of Hugo’s Pokemon has then a regular character, controlling them individually is certainly easy enough, making Hugo much easier to pick up. Because of this feature, extra effort is put into Hugo’s AI so that your computer allies don’t let you down – they’ll generally follow up on anything you set up and regularly set up opportunities for you if you don’t present them with any.
If you still dislike the idea of playing alongside an AI, multiple people are able to play under the same Hugo character slot. If they haven’t selected their character yet, they can click on one of Hugo’s Pokeballs to play as them. Any leftover Pokemon will still be controlled by the computer. This also enables you to co-op in modes where you normally wouldn’t be able to. . .Remember all of those moves that could grab ledges and such? Those extra lines were mainly put in so that the Pokemon could actually progress through SSE levels and what-not.