MSM-03C Hygogg - known better as Hygogg - is a mass-produced amphibious mobile suit, debuting in the MSG movie, Mobile Suit Gundam 0080: War in the Pocket. Piloted in this game by Mikhail Kaminsky, Hygogg is a sleek and far-reaching mobile suit with a great grounded evasive game. Being the upgraded and streamlined version of the MSM-03 Gogg, it retains many of the concepts introduced by amphibious mobile suits. These include: Torpedos and missile launchers mounted to it's back, shorter stature, being able to dodge many attack that would hit a taller MS, as well as Hygogg's most prominent feature - it's massive claws, reaching half of the screen on occasion.
Hygogg plays similarly to a Dhalsim-type zoner. Favoring a tricky risk-reward gameplan that has the opponent guessing what his next moves are going to be with low profiles, divekicks, and big range on his normals. Despite a lot of unconventional attacks, Hygogg's moves can synergize well, as he has many ways to maintain an effective zone of control with one of the most plus machine guns in the entire game, adding on to that with a powerful reversal that can lead into limited combos or divekicks. Hygogg has some of the trickiest hitboxes in the game, meaning he will be able to low profile and escape out of combos, while retracting or extending his movement in unexpected ways.
Despite Hygogg's rather unconventional nature, he has room to be an effective all-rounder, but specializes in throwing a fork into conventional gameplans, giving him effective zone-breaking attributes. And when he is not gradually attempting to feel out the opponent's neutral, or build up mix-up set-up heavy gameplans, he is excelling at defense and making reactive calls to condition the opponent's approach. Because of this Hygogg is able to build up an effective turtle game and see higher reward in a defensive gameplan when he has the lead.
Archetype: Zone-Breaker Turtle
Strengths
Weaknesses
Range: Hygogg's strong normals have a very large range - some of them reaching half the screen against a standard size Mobile Suit, on top of having disjointed kick buttons. Hygogg's sweep in particular can catch opponents at mid screen, and j.SK covers over half of the screen in a large radius.
Active Moves: Many of Hygogg's attacks are active and set up for distance closing. From his missiles to his mid-range unblockable, his active reversal frames on his DP, and most notably his gun which leave Hygogg plus and can set up for ground loops, giving him immediate room to close and dash in on the ground at mid to long range.
Jumping Cancellable Reversal: Hygogg's DP can be cancelled into and used in conjunction with his j.SK divekicks to remove any recovery frames he has from DP when near the ground, giving him an avenue to set up for further mix-up options, allowing him to gradually lock his opponents air options in place.
Tricky Movement Options: Hygogg can low profile through many attacks by dashing forward, and furthermore, he can divekick to keep himself in position, or gradually prod around and poke the opponent, giving him ways to mix-up and get in, giving Hygogg unconventional approach that don't leave him making committal decisions.
Difficult to Punish Hurtbox: Hygogg's normals will alter his position and squish his hitbox in unexpected ways, meaning Hygogg will thrive well in character's blindspots due to a combination of divekicks, low profiles, and knockback will often times means characters lose out on windows to punish Hygogg entirely, meaning opponents will need to be mindful when attempting to stuff out Hygogg's attacks.
Weak Health: Hygogg's health means he will need to constantly be on the lookout for what trades he is willing to make thus placing him with other lower-tier contemporaries such as Hamma-Hamma and Zaku II. Risk-reward is a big part of Hygogg's gameplan.
Super: Hygogg's super will not always connect and has to be used conservatively due to being a multi-hit knockback move that has the chance to let opponents escape out early. Furthermore it does little damage, and is only advisable as a specific punish tool or, more reliable, as a combo-ender. Meaning Hygogg has little room for potent burst damage options beyond DP.
Risky Normals: Despite good range, Hygogg's normals may have contestable hitboxes, and frame-data that will work against him if he is not careful. Hygogg's multi-hit moves in particular will not always connect and may pre-emptively put the opponent back into neutral due to its unorthodox knockback, which spells big trouble once they are able to react. Furthermore Hygogg lacks consistent air BnBs as many of his attacks will outright struggle to connect despite an otherwise generous chain table.
Read-Heavy Gameplan: Zoning options alone won't let Hygogg win matchups. To do so he will need to bait interactions from his opponent and play to a Dhalsim-esque gameplan, meaning he will have to knowledge check opponents with numerous normals, and gimmicky attacks that have holes and semi-contestable hitboxes. Meaning if Hygogg wants to win he will need to win many interactions and keep his opponents constantly guessing.
All damage values were tested on characters with 100% damage taken
Character Summary
Move list
Special Moves
26P - Machine Gun: Quick description of a special move.
24P - Homing Missiles: Quick description of a special move.
624P - Hand Burners: Quick description of a special move.
26K - Jumping Tackle: Quick description of a special move.
Super
26WP+SP - Hell Burner Rush: Quick description of their super.
Command Normals
6SK - Tackle: Quick description of the command normal.
j.2SK - Shoot Down Kick: Quick description of the command normal.
5WP is a single swipe that leads to a second swipe that only comes out when the move hits the opponent. This makes it easier to confirm with, however the 2nd hit will whiff if landed at max range.
Cancel options: 2LP, 5LK, 2LK, 5HP, 5HK, 2HK, 6HK, Special
5SP is a massive normal reaching half screen. It is unsafe on hit, meaning it needs to be cancelled regardless of wether or not it lands. This move is good for poking
Cancel options:
Almost every character has a version of this move- The gatling gun. Hygogg fires bullets from his hand. The weak version hits 4 times and uses 40 ammo, and the strong version hits 8 times and uses 80 ammo.
Hygogg grabs a missile container from his back and lets loose 3 missiles, doing 3 hits each. The missiles appear on frame 20, but won't hit until frame 36 when right next to another MS.
Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Strategy
Neutral
Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.
Offense
Describe how a character runs their offense.
Defense
Describe how a character defends themselves when they're on the receiving end.
Additional Resources
Links to any additional resources, delete category if there are none.
Additional Categories
Add any further categories as needed, just make sure they're worth a whole section.
Combos
Midscreen
Commbo Example (5WP > 2WP > 2SK)
Damage. Describe when to use the combo and how hard it is.
Corner
Combo Example
Combo desc
Matchups
Overall
Their general matchup spread, how good are they across the board. Do they have weaknesses against an archetype? Does they do especially well against a certain group?
Overview: Describe overall the flow of the matchup.
Neutral: How does neutral work in the matchup? Do any tools in particular affect it?
Offense: When you're on offense do they have tools to counter you? How does it flow, can you mix them?
Defense: When you're on defense do you have tools to counter them? How does it flow, how do they mix you?
Frame Data
Fill in frame data here, if it has an additional property that lasts for certain frames list it in Notes (i.e. XF~XF Invincible, XF~XF Armor). Delete this line when it's done.
KD - Knockdown
VA - Variable
*UV - value(s) marked with "?" in the table is/are unverified
x~yF - a period from frame "x" till frame "y"
Fill in the character's chain options, similar to a Guilty Gear wiki Gattling Table. Make sure you get everything. Delete the specials section if the character has no cancelable specials. If a character has a whiff/block cancelable special, add [+] after it (i.e. 5WP[+], 2WP[+]). If a move is only cancelable on a specific hit, specify it (i.e. 5SP (First Hit Only) or 5SP (Second Hit Only)). Delete this line when it's finished.
Chains
WP
WK
SP
SK
Special Cancel
5WP
-
-
-
-
Yes/No
2WP
-
-
-
-
Yes/No
5WK
-
-
-
-
Yes/No
2WK
-
-
-
-
Yes/No
5SP
-
-
-
-
Yes/No
2SP
-
-
-
-
Yes/No
5SK
-
-
-
-
Yes/No
2SK
-
-
-
-
No
Air Chains
WP
WK
SP
SK
Special Cancel
j.WP
-
-
-
-
Yes/No
j.WK
-
-
-
-
Yes/No
j.2WK
-
-
-
-
Yes/No
j.SP
-
-
-
-
Yes/No
j.SK
-
-
-
-
Yes/No
j.2SK
-
-
-
-
Yes/No
Specials
Cancel Options
XP
XP, XK
XP
XP, XK
Special Name (Input), Special Name (Input), and Special Name(Input) cannot be special canceled into.
X = X is available on hit
X[+] = X is available on hit, block, or whiff
Trivia
Add any fun facts about the character worth noting.