STREET FIGHTER III: 3RD STRIKE - HUGO By Russell Ibarra/Azure Night (FritoBandito777@aol.com) Version 1.1 October 24th, 2000 +------------+ |Introduction| +------------+ Hey... I decided I would make an update to this FAQ. I just realized this FAQ is over freaking two years old. It sure could use some revising... so... I'll just change some stuff I wrote that I thought was too wordy or DORKY. This was almost two years ago, after all... +----------------+ |Table of Conents| +----------------+ 1. Legal Stuff 2. Hugo's story 3. Legend 4. Colors 5. Universal Moves 6. Normal Moves 7. Special Moves 8. Super Arts 9. Combos 10. General Strategies A- Landing a Gigas Breaker and other throws B- Taunting C- Overveiw and general things 11. Hugo's Ending 12. Thanks +-----------------+ |1. LEGAL. BORING.| +-----------------+ This FAQ is not to be used to make profit in any way what-so-ever, and is not to be put up, or linked to from any other website without first E~MAILing me and getting my personal consent. Oh yes, and this document copywrite 2002 Russell Ibarra. +--------------------------------+ |2. Hugo's story and other things| +--------------------------------+ Hugo used to be one of the henchman for the Mad Gear gang in Metro City. I'm sure if you played it, you remember his name was Andore and was pretty tough to fight in packs. Anyway... eventually the Mad Gear gang was defeated by Hagger, Guy and Cody. Poison convinced Hugo to enter pro-wrestling. She was his manager. He became very succesful as a wrestler. He found out about the Street Fighter tournament and decided to enter to prove his mettle. Pros and Cons of Hugo as a fighter: Pros +Has the most attack power in the game. +Great defense (Right up their with Q and his taunt raises defense just like Q's does. Too bad it's not as fast.). +Excellent range. +Nice variety of over heads and anti-air attacks. +Great poking abilities. +Great throws. Cons -He's slow as hell. -He has bad recovery for most of his more powerful attacks. -Isn't easy to use. Yes, he's fun, but you need practice to be good with him. He's far from being easy to learn. Now, I think the pros outweigh the cons! I hope I didn't miss any though... I'll add more later if I'm reminded of any. +---------+ |3. Legend| +---------+ Now most of you smart people should know this, but just in case someone gets confused, here's the abbreviations etc. this FAQ... U-up U/B-up/back B-back D/B-down/back D-down D/F-down/forward F-forward U/F-up/forward LP-light punch MP-medium punch HP-hard punch LK-light kick MK-medium kick HK-hard kick P-any punch K-any kick PP- 2 punches at once KK- 2 kicks at once QCF-quarter circle forward QCB-quarter circle back HCF-half circle forward HCB-half circle back DPM-dragon punch motion(F,D,D/F for those who don't know.) 360-rotate the joystick a full circle 720-same as above except circle must be done twice +-at the same time ,-then /-or And I believe that about covers it =) +----------------+ |4. Hugo's colors| +----------------+ LP- pink clothes, black hair, tan skin (Default color. Pretty cool.) MP- purplish-pink clothes, black hair, tanish brown skin. (Ugly. You're better off with default) HP- black clothes, white hair, white skin (Ahh, my favorite one. It rocks.) LK- green clothes, black hair, tan skin (Looks pretty cool.) MK- yellow clothes, yellow hair, white skin (Kind of ugly, if you ask me.) HK- blue clothes, black hair, tan skin (Also looks pretty cool) HP+MK+LP- orange clothes, reddish brown hair, black skin (It's cool, I just liked the one from 2nd Impact better when he was wearing yellow. Oh well.) Now for his "Hold Start colors" for the DC. Note: You must beat it with him before you can use these. Start+LP- purple clothes, black hair, tan skin (Groovy.) Start+MP- light blue clothes, black hair, grey skin (Yes, his undead color is back! My second favorite.) Start+HP- hotpink clothes, green hair, white skin (Tacky as hell, but kind of cool.) Start+LK- white clothes, black hair, tan skin (Third Favorite. Huzzah.) Start+MK- dark orange clothes, dark blue hair, greyish skin (Pretty cool, another undead looking color. Not as good as the other, though.) Start+HK- blackish blue clothes, greyish blue hair, black skin (It's cool... I just don't like the hair.) +------------------+ |5. Universal Moves| +------------------+ Parry- Forward the moment your opponent's attack hits you. You can also parry in the air. Low Parry- Down at the moment a low attack, and only a low attack, hits you. Red Parry- Parrying right after blocking a hit. Must be a combo for Red Perry to register. Throw- LP+LK. Standing still and pressing LP+LK makes Hugo choke the opponent if you get a hold of him. Pressing either direction and LP+LK makes him do a scoop slam should the throw connect. Always use scoop slam if you decide to use the LP+LK throws with him, it's more damaging and can't have damage lessened like the choke. Universal Overhead- MP+MK He has more air time in his hop than he did in 2nd Impact. There's more of a window for counters if it's block. Taunt- HP+HK. Note: Hugo's defense raises with each taunt, and maxes out after 3 taunts. It lasts a whole round. It also raises attack power, but not throw power. Holding HP+HK makes the taunt longer and also makes his throws do more damage. (Moonsault Press, Meat Squasher, Ultra Throw, Shootdown Backbreaker and Gigas Breaker). Pressing HP+MK+start in the arcade has Poison come out too. In the DC version, it's done by pressing HP+HK+Up. Dash- F, F or B, B Super Jump- D, U or D, U/F or D, U/B EXing a move- Either done by pressing PP or KK instead of one P or K in order to make the move stronger, faster or give more hits. Hugo doesn't rely too much on these, though. +-----------------+ |6. Normal Attacks| +-----------------+ Here I will list all of his normal attacks and the way I use them... or if it's just crap. Some have other uses that I will name later on. ---LP--- A very useful attack, indeed. Hugo jabs the opponent's neck with his fingers very quickly. Nice priority, speed, distance, and recovery too. You can link 3 in a row. When you are poking with these very the speed that they come out so it throws off parry timing, or snuffs any attacks they might use if they think you are done attacking. Pretty much always use the standing one, ducking is the same in effect but won't hit out of the air like standing will. Jumping LP just sucks, man, never EVER use it. ---MP--- His MP is another goody. The standing one is a slap to the face, which has almost half screen range. It can be used to stop dashing attacks that you see coming. Ducking is the same as LP but slower, stronger, and has a tad bit more range. I don't use it all that often. Also, like his LP, it sucks ass in the air. Do not use it unless you think it necessary to use it for air to air attacks. ---HP--- Hugo brings his elbow up and smashes it down on the opponent's head. It causes equal to, or more than some other characters special moves. It's an overhead, which is nice. It's a slow move, though. F+HP makes Hugo swing his fist around and make your opponent turn around reeling if it connects. It has slow recovery, though. It has great distance, too. His ducking HP is a nice little move. Hugo does a rising head butt. Never use it as a ground to ground attack as you are surely gonna be punished for it's lame recovery time by a super, or nice combo. It's an excellent anti-air attack, though, and is meant to be used as such. His jumping HP is ok. He swings his fist out in front of him, so it's best for air to air combat if you're retreating, I think. You can also press D+HP in mid air to get Hugo to do a body splash. Has good priority, come's out fast, and you can do cross up attacks with it. Also a pretty good air to air when up close to a jumping foe. Oh all his air punch attacks, I use this the most. ---LK--- His LKs have somewhat limited use, as most of his other attacks do what his LKs do better. His standing LK is slower than his LP, and has less distance if I remember correctly. He just kicks at their shin. You're better off with LP. Ducking LK has it's uses. Hugo slides his foot out at the opponent's feet. It's a little faster then D+MK and you can annoy oppents with this. They will block low more often when used with D+MK so you can get some powerful overheads in. It's his only low poke, though, so it's definately worth using. His jumping LK plain sucks on damage and anything else. MK is better for air to air than this, so NEVER use it. ---MK--- Ahh, this is better. His stand MK is a 2 hit kick. He boots the opponent in the head and then stomps down. It's a good anti-air, but not the best. It comes out fast enough, but the recovery is bad. It has good virtical range, at least. Oh, and the second hit is an overhead. Ducking MK is a trip. He does LK kind of, but his foot goes out a bit farther, comes out a little slower and recovers slower. It's a pretty good move. The jumping version is pretty good. A lot better than the jumping LK, that's fo' sho'. It's a solid air to air attack since it's faster than HK and HP. ---HK--- Hmm, his HKs are pretty good but usable mainly in certain situations only. For standing HK Hugo jumps up and drop kicks the opponent sending them far away, reeling from the force of Hugo's big feet. It's an overhead, which is cool. It has some lame ass recovery and start up, though. He falls flat on his face and will be terribly punished if he misses the attack. You can hold F or B to make it go in either direction, but not by a lot. I hardly use this move. His D+HK is better. It works as an overhead, good anti-air, and comes out fast enough to snuff any attacks you see coming. Mainly air attacks is what I use this on. His jumping HK is pretty good. It has good range, great priority, good damage, but comes out a LITTLE slow. MK would be a better reactionary air to air. Good for jump in combos, though (Yes, he has a COUPLE). +----------------+ |7. Special Moves| +----------------+ ---Palm Bomb--- QCB+P [EX] This is a really good move. Hugo pulls his hands back behind him, then claps them to together hard. It is one slow move. It has great combo abilities, and it's a good pressure move, though. You can do multiple ones, to keep pressure on and catch some opponents off gaurd. Use different punch strengths to change the speed of each clap to throw off parrying attempts. It's powerful, and stuns the opponent long enough to cancel into practically any other move. But I will go into those combos later on. Don't use it randomly. I guess this goes without saying. you will get attacked if they see it coming since it has slow start up. Parrying before doing it is a good idea or jumping in with a move before hand. Most of the time use the LP version to start since it goes fastest and you can still combo off it or link into more Palm Bombs. I know it's not a combo, but linking 2, or 3, or more at a time is good for pressure. If your opponent is blocking your Palm Bombs, trip them, or do an overhead depending on if they are stand blocking, or low blocking. You want to keep them guessing. EXed, it does 3 hits and you can combo off it. More on that later. ---Monster Lariat--- QCF-K [EX] Hugo runs forward and clothesline's the opponent. I never use the HK version, if they are that far away, they will see it coming. I always use LK or MK version if I use it. One of the lesser used moves, but if they jump away from you when your close doing an MK one can take them out of the air. The LK version can take them out of the air as well if they are closer. It's pretty cool, but I don't use it much. Also, occasionally, I do an LK one JUST out of range so it wiffs, then I do a ducking MK or Gigas Breaker. They might try to parry it and them pressing forward at the air only gets them closer to an attack. Use it sparingly though, or they will catch on and punish you. Update: When you EX this move you can press K at any time to make him perform the move instead of waiting. ---Ultra Throw--- HCB+K A good throw move that sets up combos and the Shootdown Back- breaker nicely. Hugo grabs the opponent and hurls him at the opposite wall so hard they bounce off toward him. Strength of K determines how far the opponent flies off the wall. There are many things you can do after this move which I will go into later. ---Shootdown Backbreaker--- DPM+K A good anti air throw move. Hugo jumps high and across the screen and if he catches a jumping foe, he falls down with the opponent on his shoulders, breaking his/her back and tossing him/her away. Plenty of time to do a taunt after his and raise your defense. This can obviously be used after an Ultra Throw. ---Moonsault Press--- 360+P Always use HP version. There is no difference in speed if you wiff, so using LP or MP will only make it weaker. A very powerful throw. Hugo will grab the opponent, jump into the air doing a flip and land belly first with them under him. Booyah. More on this later. ---Meat Squasher--- 360+K Hugo puts his hands out, makes a wierd face and runs slowely at the opponent. If he gets a hold of him/her he picks him/her up, runs to the other side of the screen and jumps up against it, smashing their body with his own. Hard to connect by itself, but link it off other moves gives it a better chance of connecting. More on that later. +-------------+ |8. Super Arts| +-------------+ I use all of Hugo's Super Art's equally to keep my syle mixed up a bit. All of his supers rock in their own way. ---Gigas Breaker--- 720+P (One big super bar) "EIN! ZWIE! DRIE! END!!" Hugo attempts to grab the opponent and start a 3 hit chain throw that is unblockable. If you succed in grabbing him/her Hugo does a small backbreaker, a bigger one and for the finale does a big Moonsault Press. A great super in my opinion. It takes off fantastic damage and is good for punishing a blocked or parried attack. It has a lot more range than a normal Moonsault Press (Think along the lines of a Shin-Ryu-Ken). It's nice to grab someone from far away, have them get mad and say "But look how far away I was!". AH HA HA HAA! More on landing this later on. ---Megaton Press--- QCF, QCF+K (2 moderately sized super bars) "Megaton . . . PRESS!!" He jumps up as if he were going for a Shootdown Backbreaker when you execute it. If you make contact, he goes way up doing flips, drops the opponent and does a belly flop on them from the sky. Does good damage and is highly comboable. Use it like you would use a Shootdown Backbreaker but be careful about it. It also has high EX stocks. He may not use EXes that much (Quite rarely as a matter of fact) but if you decide to do one there's plenty super bar left to go around. Also, the stun on this super is pretty damn high . . . that makes it one of my favorites. ---Hammer Mountain--- QCF, QCF+P (2 moderately sized super bars) "Hammer Mountain!" OK, it may say Hammer Frenzy on super select, but he says "Hammer Mountain!" during the super so that's what I'm calling it. Anyway, it's his only non-grapple super. It can be comboed into from many things, which I'll go into later. You can hold P down to delay the move to throw off a parry attempt or close in but holding it down for too long will result in you stopping without doing the super at all. This also has a good amount of EX stocks. +---------+ |9. Combos| +---------+ He has SOME good powerful combos that you'll want to know. These ar combos I did in the arcade... a couple I have didn't work on DC. I will mark those with a "*". -Easier- Jump in HK, D+MK/MP QCB+P, MP QCB+P, D+MK QCB+P, Hammer Mountain QCB+MP/HP, Monster Lariat (LK version or EXed. It wont combo off a LP Palm Bomb, mind you.) QCB+MP/HP, HP/F+HP QCB+MP/HP, D+HK QCB+PP, Shootdown Backbreaker/Megaton Press/HK Lariat -Harder- *Jump in HK, D+HK (Gotta jump in pretty deep) *Jump in HK, Monster Lariat (LK version of Lariat. You have to jump in DEEP. I will test this on my DC a bit more just to make sure...) QCB+HP, QCB+LP, EX Monster Lariat QCB+HP, QCB+LP, Hammer Mountain (Delay HM JUST a bit so it connects. Yes, it works, but timing's tight.) (Closer to side of the screen) HCB+K, QCB+P, super cancel into Megaton Press. (I like this one. Gotta be pretty fast with the cancel though, and you must use the HK version or you have a wasted super.) +--------------+ |10. Strategies| +--------------+ ---A--- Landing a Gigas Breaker and other throws. One thing that is very important to Hugo is parrying. You must learn how to do it well since he is a pretty defensive character. You'll want to parry into his throws when you get the chance. Anyway, a few things about throwing... - Parry then throw (I said this already, but what the hey) - Jump in with MK, delay just a second, then throw. You can do a Gigas Breaker after this too, but you gotta do it carefully so you don't jump again. Mix up your attacks after this so they have to choose what to defend against: low attack, overhead or throw. - MP+MK for his little hopping knee, delay, then throw. Mix up the same as you would wit jumping in MK. - Block an attack, throw or Gigas. - Get attacked, then throw or Gigas. Say Sean does his Tornado Kick, even if that hits you he will not have any time after landing to counter or jump away from your throw because you will have more time to throw after being attacked then he has time to jump away. The recovery on that is LAME. It works against other slow attacks as well, obviosly. - Jump in and do a Gigas Breaker or throw without attacking. Be prepared to parry an anti air. If you mix up doing jump in attacks and not doing jump ins they will have to guess on whether to parry, attack, or jump away. - Dash up then do Gigas Breaker if they are on defense. You can do the 720 while you're dashing and grab them when you land. - If someone is standing next to you while you are on the ground try a throw as you rise. Most people wont stand next to you, or they will try to trick you into attempting a throw by standing close to you then jumping straight up then attacking. Once you find out if the person knows to stay away from you as you rise, or jumps when you try to throw. Make like you're doing a 360 or something and they will see or notice that from the corner of their eye sometimes... they will think they have you, but don't press P. Wait for them to get in the air and parry or Megaton Press them. B- Taunting Taunting is something you should do with Hugo just like Q. Basically, 3 taunts makes you take half Hugo's normal damage. But when's a good time to taunt? After a Shootdown Backbreaker is a good time, as they can't do anything. If you are on the other side of the screen, the opponent isn't doing anything and doesn't have a nasty quick dash attack (IE Dudley's Machine Gun Blow, Makoto's Hayate,etc.), you can taunt. You can also taunt after an Ultra throw, but dammit, do a backbreaker, THEN taunt. More efficient that way. Just use it when you are sure you will not get any retaliation. If you have a Gigas Breaker fully charged, do a backbreaker and then do his extended taunt (Hold HP+HK) to power up your throws. Try to land a Gigas Breaker afterwards. SUPARRAR DAMAJ!1! It's worth a shot sometimes. C- Overveiw and general things Hugo is slow. "HOLY CRAP, NO WAY.". Hugo is a pretty defensive character thanks to his generally slow execution time and recovery. You can still get offensive at times, though. You want to poke with LP often as it is a great tool. It's his best poking move. +---------------------+ |11. Quotes | +---------------------+ -Winning quotes- "I am number one!" "I held back. If I'd used any more force there would be a huge mess!" "It's a natural instinct for you to fear my size and strength!" "Strange... is suicide a popular activity where you come from?" "The bigger I am, the harder they fall!" "The force of your body smashed the pavement! Help me fix it!" "Would you be able to get up if I sat on you? Lets find out!" "You enjoyed that didn't you? Let's do it again!" -Hugo and Ryu's conversation- Hugo- So you're the man Poison has been talking about. Hugo- We're recruiting those who have the potential to become great wrestlers. Hugo- Let's make you a deal. Promise you'll join us if you lose. Ryu- Very well, I might learn something worthwhile from wrestling. Ryu- But I won't lose! I will show you the true meaning of power! +----------+ |12. Thanks| +----------+ JChristopher for writing the other Hugo FAQ, and the people that contributed to it. It helped me lots, and since then I just came up with new things to write about Hugo so I decided to write this. Thanks to RIu, his FAQ had quotes that I forgot for Hugo. (C)2000 Russell Ibarra