Subject: SF3:2I Hugo guide [ver1.0] From: RpM - acct 5/5 Date: Fri, 16 Jan 1998 16:37:17 -0600 Newsgroups: alt.games.sf2 ------------------------------- Street Fighter 3: Second Impact A Guide to Hugo v0.1 by RpM (rpm@uh.edu) ------------------------------- Basic moveslist, quotes, colors from the SF3:2I faq by Elusive66 Thanks to Adrian & the Wizard Arcade crew for kicking my ass. :) Stage: Munich, Germany [Outfit Colors] : JP-Black Hair,Light Red Shirt,Red Pants,Brown Boots(default) SP-Black Hair,Light Blue Shirt,Blue Pants,Brown Boots FP-Dark Brown Hair,Light Yellow Shirt,Yellow Pants, Brown Boots,Dark Tan Skin SK-Light Brown Hair,Light Grey Shirt,Dark Grey Pants,Brown Boots FK-Black Hair,Light Green Shirt,Green Pants,Brown Boots RK-Black Hair,Light Purple Shirt,Purple Pants,Brown Boots FP+SK-Brown Hair,Light Blue Shirt,Blue Pants,Brown Boots,Pale Skin ---------------------- Special Moves Analysis ---------------------- *(Giant Pummel Bomb): D,DB,B + P. Hugo winds up and claps his hands together. Think of it as like Yun & Yang's palm stun move. If you intend to use it for nicking off damage, use the jab one. It's got the better recovery. The EX version of this move is a doube-hitter. It goes somewhat faster, but I have yet to see the point in using it. The primary use for this move is in Hugo's infinite combo, which I'll go into later. (Moonsault Press): 360 + P. A very powerful piledriver move. The range is not quite Zangief-esque, but better than Alex's. The damage it dishes out is incredible. (Air Toss): F,DF,D,DB,B + K. Grabs the enemy and flings them against the opposite wall. As the victim bounces off the wall, Hugo can attack for more hits. (Shotdown Backbreaker): F,D,DF + K. An air-grab. Best used after the air toss. As a weapon against jump-ins, it isn't that effective. *(Monster Lariat): D,DF,F + K. Hugo charges forward and hits with an arm swipe. Will miss most crouching characters except Hugo, Dudley, Alex. Use the short kick version every now and then to keep pressure on the enemy. It has a good enough recovery that if it whiffs or is blocked, opponents will have to be very quick to react in order to hit him. It also hits opponents out of the air if they try to jump over it too late, so it's also a way to make sure your enemy is pinned to the ground. The EX version of this is a double-hitter that streaks across the screen fairly quickly. Not terribly safe, but if your enemy is down to only a few pixels it's worth it. [Super Arts] : I. Gigas Breaker : 720 + P. [Stores up to MAX 1 Lvl] [3 Hits] Damage = 75% If you were able to get Zangief's Final Atomic Buster off almost every time in SSF2T - SFA2, then this is worth your while. II. Megaton Press : D,DF,F,D,DF,F + K. [Stores up to MAX 2 Lvl] [1 Hits] Damage = ? A super version of Hugo's air grab. III. Hammer Mountain : D,DF,F,D,DF,F + P. [Stores up to MAX 2 Lvl] [5 Hits] Damage = approx. 40% Hugo rushes towards the opponent with several punches, an overhead elbow, and finally ends it with a giant pummel bomb. There's an interesting little quirk in this super, in that it uses an overhead near the end. If you've made someone block the super in a crouching position, he'll block most of the hits, except the final three. However, those final three hits do only modest damage. This supermove is, despite it being the least damaging one, also the most useful one. If blocked, Hugo is fairly safe (not totally safe) and can only get nailed by another super. If Hugo lands a standing/crouching jab, it can be immediately linked to this super. This is the primary reason this super is my personal pick. It doesn't take much to get it to hit. -------------------------------------------------------------- (Regular Moves) ------------------------------- (Jab) -standing/crouching- Your primary weapon when up close. Hugo's jabs are lighting fast and have good priority. A chain of 4-6 jabs can easily be done. If enemies start trying to get in close, a series of jabs can keep them at bay. -jumping- Good priority, but it's quick, brief, and just a weaker version of jumping strong. So why bother? ------------------------------- (Strong) -standing- Is just a little slow to come out, but has deceptive range and priority. -crouching- you'll be using this a lot. It has great range, priority, and the speed isn't bad either, beating out most moves and trading with those it won't beat. -jumping- in air-to-air combat, Hugo is a monster and this is one reason why. Priority and damage are very good on this one. If someone jumps at you, jump up (towards, up, or away, whatever is appropriate) and use this. ------------------------------- (fierce) -standing- Hugo swings out with full arm extended, causing him to turn entirely. Against other ground opponents, it's best to use this move ONLY as a retaliation move. It's got great damage, but it's got SLOOOOW recovery. If someone jumps at Hugo from a distance, however, it makes for a good anti-air move. -crouching- Hugo flops head-first foreward and falls to the ground. Not terribly useful, since Hugo is VERY vulnerable if it's blocked, and it's slow as well. A so-so anti-air move, but very handy if Ryu/Ken/Akuma tries to use the air hurricane kick to get in. -jumping- As an air-to-air move, this is deadly. It takes off great damage, beats out most other moves, and has incredible range. For jumping in, however, it's rather lousy. Only use it for air-to-ground if your enemy is still stuck in post-fireball position. Additional Note: Down + Fierce does a Zangief-esque chest splash. The priority isn't terribly good, but it makes for a decent crossover attack. ------------------------------- (short) -standing- A downward kick. Useful for stuffing 'low' moves like Sean's tackle or Yun/Yang's roll. -jumping- He does a jumping knee. air-to-air or air-ground, it's not bad. Has good priority on it, although a so-so range. -crouching- a light sweep. Nothing spectacular. ------------------------------- (forward) -standing- a two-hit move that's somewhat deceptive. Hugo kicks out straight, then plants his leg down. Best used in retaliation or in jump-in combos. -jumping- air-to-air or air-ground, it does the job well enough. Essentially, a better version of the short kick. -crouching- a knock-down sweep. It's quick and long. ------------------------------- (roundhouse) -standing- A jumping double kick. Built to go over sweep attacks, and it works well enough. You can control the direction of the attack, making it retreat or advance, by use of the stick. -jumping- Good priority and range, and good to use if you're dealing with a fireballer too. -crouching- The Hugo Butt-thump. He throws himself ass-first at the enemy. Is somewhat immune to sweeps, especially during mid-flight, but if it's blocked then Hugo is one big helpless target. -------------------------------------------------------------- Strategy: -General Strategy- Use the jabs and strong punch (crouching & standing) to poke away at your enemy, tossing in the occasional sweep to keep'em guessing. Use the short monster lariat every now and then to nick off damage, discourage jumping, and charge up your meter. If they're sweep-happy, toss in an occasional crouching roundhouse. As long as there's moderate distance between you, air battles are good, since he can win them. Close-in air battles aren't so great, since the advantage of his range is lost. Try to push your enemy to the corner. Hugo's ridiculous height is a plus in that opponents can easily attack too early when they jump at you. When they do, just block and throw. Learn how and when to use Hugo's piledriver. The dammage it does is incredible at times and is well worth the effort. On getting that piledriver: Aside from the usual ticks (jab-jab-piledriver, etc) there are a few sneaky ways to get that move in. Try using a short monster lariat, just so that it lands short of an opponent and within sweep range. If they make a move towards you or try to attack you, piledrive'em. Do NOT try to use the lariat to actually _hit_ them and THEN use the Piledriver. If the lariat is actually blocked, they can and will hit you before you get the piledriver out. A more risky variant on that is using the butt flop or head flop (crouching roundhouse or fierce) just so that it lands out of range of their attacks, in hopes that it lures them to get a little closer for the piledriver. It's very risky, though, so be careful about trying that. Hugo's hammer mountain is vital since he's just about guaranteed to land that super if his jabs hit. And since his jabs have such great range, speed, and priority already... -Ground to Air- His air grab isn't so great, so don't try to use it like an uppercut. Smacking'em with a standing fierce will work, but they've got to be either just on the way up or about ready to land. And because of the way the standing fierce is shaped, it's a little difficult to work with. -Air to Air- Lots of options here. Strong or jab if you feel you might get beaten to the draw, and fierce if they're a fair distance away. Roundhouse has great range, but hits lower than the other attacks. Forward and short have great priority and are good if you're doing the in-your-face air to air thing. -Air to Ground- Roundhouse is best, except when jumping over fireballs. In that case, DON'T use it too much. Jumping forward is a fairly reliable option, although it lacks in range. The jumping punches tend to whiff, and the jumping fierce chest splash doesn't have that great a priority. ----------------------------vs--------------------------- -Yun/Yang- Good luck. Use those jabs to try and stop his barrage of attacks. Advance constantly. You want to press Yun/Yang into the corner. If they jump to attack you, there are strong odds that they'll attack too early. In that case, block and throw. -Ibuki- If she goes for the air-knife, go up there and swat her down with the strong or fierce. Use the jabs to interrupt her ground attack if she gets in your face. Ibukis that air-knife excessively can be taken out easy. Just jump up with them and swat'em down before they get the knife out. -Ken/Ryu- Walk forward and force them in the corner. If they toss fireballs at _close_ range, you can trade with a forward sweep, so poke with the sweep often. Mix it up with crouching strongs or jabs, to keep parry-happy folk guessing. Air hurricane kicks are dealt with by a crouching fierce. Jumping over with a roundhouse isn't such a great idea, since it stretches Hugo's body and tends to end up eating fireball. Watch out for their d,d+fierce overheads, since they go over most of Hugo's quick attacks. If they go for the overhead, block and piledrive'em. -Akuma- Stuff those air-fireball attempts with your jumping strong/fierce. The only Akumas to fear are the ones that stay on the ground. Once you see how much damage Akuma's low forward - fierce uppercut takes off in damage, you'll know why. -Sean- Like Yun/Yang, only harder to deal with. His taunt basketball attack can get annoying. Watch out for Sean's close-in game. His d,d+fierce overhead beats out/trades with Hugo's attacks. Block and piledrive'em. You'll just have to learn to watch for those overheads and be patient enough to take whatever openings he gives. -Oro- His attacks have an equal amount of priority as yours. He's just faster, so be careful about poking at him. He might beat you at that game. His fireballs are easy to jump over, so watch for it. -Alex- His new rushing attack can be a pain. Toss out the occasional attack to discourage him from using it, but don't be mindless about it. -Dudley- Every special move he makes can be countered by just blocking them and hitting afterward with a crouchign jab/strong/forward. It's gonna come down to parry skill and whoever gets the most pokes in. Use a fair amount of short lariats to keep on the offense if you want to, but you can win this match on turtling alone. -Urien- His fireball has suicidally long recovery. Jump over'em and tag Urien with that fierce, follow with whatever ground attack works (standing strong, forward, crouching jabXlots, strong, etc). His shoulder rush is no threat to you, since he's very hittable after it's blocked. You just have to keep an eye out for his knee drop and nail him before he nails you with that move. Try not to jump at him, since Hugo's a huge target and Urien can easily do his infinite combo on him. -Necro- Don't jump at him. Use the giant pummel bomb from the edge of Necro's range, it can nail his limbs. -Elena- ? -------------------------------------------------------------- -Combos- Hugo is no tremendous combo machine. His only chain is jab, into another jab, into another... You can string as much as six jabs right after the other, but they don't do much damage. The only time you should bother using jabs in a Hugo combo is if you have a hammer mountain supercombo charged up and ready to go. Otherwise, stick with the strong or forward. -non-super-combos- JUMPING STANDING short strong forward into forward strong CROUCHING strong forward From the above, the best option is to use the standing forward after your jumping attack. It hits twice, to total up to a 3 hit combo that looks pretty good. -Hammer Mountain Combos- Jumping (whatever) - Jab X 5 - Hammer Mountain Crossover Fierce Splash - Jab X 6 - Hammer Mountain Jumping Fierce - Hammer Mountain will connect if Hugo lands outside of jab range. The damage from a jumping fierce is great. The only problem is getting that fierce to hit. -Infinite Combo- In the corner, throw your opponent to the wall, then do the giant pummel bomb repeatedly until they're dizzy. Repeat until dead. -------------------------------------------------------------- [Quotes] - To win is my freude! - Behave yourself in the krankenhaus! - EIN ZWEI DREI!!! ENDE!!! - I'll take you on anytime, anywhere...Wiedershein! - Wrestling is all about power! I am power! - My manager is much stronger than you. So is my baker... So is my dentist... - Craaaash!!! - I am the strongest! Perufeczion! - There's something about you I don't like...maybe everything? - Behold my true power! [ Specific Quotes ] : - Hugo to Ryu : Good moves...Might make a good balance... How about teaming up with me? - Hugo to Alex : You're so serious, but I understand. It was fun, danke! - Hugo to Yun : I feel like stomping on someone today. You'll have to do. - Hugo to Necro : Maybe it's not such a bad idea teaming up with a freak like you. What do you say? - Hugo to Ibuki : Whoa, what's this stuck in me? Thanks for the gift! - Hugo to Hugo : Everyone knows who the real one is. It's me, the winner! - Hugo to Sean : That was about as fun as kicking a soda can, but at least a soda can is recyclable. You're worthless! - Hugo to Urien : "Iron Body?" Nonsense! Does it rust? - Hugo to Elena : - Hugo to Oro : Think about your age...if you want to be in a grave that badly, there are easier ways. - Hugo to Yang : Your size does have it's advantages...but not against me. - Hugo to Dudley :You can only tickle me with your punches. A professional wrestler can stand much more. - Hugo to Ken : - Hugo to Gill :You didn't have to be so rude and arrogant! You can forget about our tag team! - Hugo to Gouki(Akuma) :