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!@!  @!@  !@!  @!@  !@!        !@!  @!@
@!@!@!@!  @!@  !@!  !@! @!@!@  @!@  !@!
!!!@!!!!  !@!  !!!  !!! !!@!!  !@!  !!!
!!:  !!!  !!:  !!!  :!!   !!:  !!:  !!!
:!:  !:!  :!:  !:!  :!:   !::  :!:  !:!
::   :::  ::::: ::   ::: ::::  ::::: ::
:   : :   : :  :    :: :: :    : :  :

STREET FIGHTER III 3RD STRIKE FAQ
by Joseph Christopher <[email protected]>
version 1.3
Apr. 12, 2000

this faq is copyright 2000-2001 Joseph Christopher

I didn't believe there will come a time when I'll have to write something
like this just to remind some people of what they all should be knowing
by heart :( Anyway, here goes...

By gaining access to this faq you agree to the following terms:

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===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

* This society does not care if you're the dumbest vegetable on earth,
 if you do something wrong, someone will make you pay the price! ;)

* "Ugh! he's actually doing a faq on that monster!" is probably the first
 statement the comes in your mind when you read this. But then again,
 you wouldn't BE reading this if you weren't interested so maybe I guessed
 wrong. The thing is, Hugo has such a lame reputation no one bothers to
 experiment on him anymore. But contrary to popular belief, Hugo can still
 be a tough guy to beat. Guess what I found out about him:

1) Hugo is the KING of surprise-as-you-get-up moves
2) Hugo is the KING of poke-and-keep-away moves
3) Hugo is the KING of grapples (well, that's obvious)
4) Hugo is the KING of unlikely overheads

Why read this guide:
  I. Legend
 II. General Moves
III. Normal Moves
 IV. Special Moves
  V. Supers
 VI. Combos
VII. Vs. Computer
VIII. Vs. Human
 IX. Ending
  X. Credits
 XI. Revision History
XII. Final Words

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____      __    ____   ___  ____  _  _  ____
(_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
_)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
(____)()  (____)(____) \___/(____)(_)\_)(____/


U - up
D - down
B - back
F - forward
+ - at the same time
P - any punch
K - any kick
L - low
M - medium
H - high
/ - or

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  ____       ___  ____  _  _  ____  ____    __    __
(_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
_)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
(____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                __  __  _____  _  _  ____  ___
               (  \/  )(  _  )( \/ )( ___)/ __)
                )    (  )(_)(  \  /  )__) \__ \
               (_/\/\_)(_____)  \/  (____)(___/


dash       - F,F / B,B (goes in direction you choose)
super jump - D,U / D,UF / D,UB (goes in direction you choose)
throw      - LP+LK / F+LP+LK / B+LP+LK (different throws depending on
            direction)
overhead   - MP+MK
taunt      - HP+HK
parry      - tap F at the moment of impact of the opponent's attack (maybe
            done in mid-air)
low parry  - tap D at the moment of impact of the opponent's attack (no
            longer can it be done on high attacks)
red parry  - tap F at the moment of impact of the opponent's attack right
            after blocking a previous one. (both the current and previous
            attack must've been a combo for the red parry to be acknowledged)

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  ____  ____      _  _  _____  ____  __  __    __    __
(_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
_)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
(____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                      __  __  _____  _  _  ____  ___
                     (  \/  )(  _  )( \/ )( ___)/ __)
                      )    (  )(_)(  \  /  )__) \__ \
                     (_/\/\_)(_____)  \/  (____)(___/


1) LP - these pokebabies can be easily underestimated and therefore allowed
       to connect. What most don't know is, being a big guy as Hugo is,
       his attacks reach futher and since LPs come out quick, the result
       is an instant trio of pokes that never fails to inflict quite a
       helpful amount of damage.

  a) standing - Hugo opens his hand, palm up, close fingers, and hits
                the opponent in the neck or in the chest if he's a little
                taller like Urien. Must always come in sets of three
                if you are to fully utilize Hugo's poking powers. Nice
                keep away for throwers

  b) crouching - well, he just crouches and does basically the same
                 attack as his standing LP. This time you use it to
                 confuse opponents to block low when you decide to do
                 one of your overheads. Also a nice keep away for throwers.

  c) jumping - well, he just jumps and does basically the same attack
               as his standing LP, except with the hand turned over.
               I don't think you'll like it either cause it's pretty
               useless.

2) MP - most look exactly like the LPs, but come out slower and do much
       more damage. I'd still prefer the LPs because of their poking
       abilities.

  a) standing - a slap that, because of Hugo's size, looks more like a
                whallop! You can reach half a screen's distance with
                this move, not to mention inflict considerable damage
                to your opponent.

  b) crouching - it's just a slower but more damaging version of the
                 crouching LP, the latter being better because you can
                 get a three hit combo out of it, which is more or less
                 as damaging as the former, but with more priority.

  c) jumping - it's just a slower but more damaging version of the
               jumping LP, and also as useless, though some may use it
               in air to air encounters.

3) HP - power and reach, Hugo's main advantages, are clearly manifested
       in these normal moves. Unfortunately, these moves also reveal
       Hugo's lame recovery time. Some of them are actually only useful
       in specific situations.

  a) standing - you do an elbow that's expectedly high on damage but
                unexpectedly hits opponents in ALL positions may it be
                standing, crouching, or jumping

  b) crouching - Hugo launches himself up a little in mid-air and the
                 result is a two-hit rising head butt. He falls face
                 first into the ground and can still be hit while lying
                 like that. It also takes a LOT of time for him to recover
                 so use this move only as an anti-air and only on rare
                 occasions.

  c) jumping - it's an even slower and yes, even more damaging version
               of the jumping LP and MP. This time, however, Hugo has
               fists clenched.

4) LK - nothing his LKs can do that his LPs can't do better so I won't
       be including strategies on this but I'll describe them...

  a) standing - Hugo kicks, supposedly targeting the opponent's knee,
                but since he is too large, generally hits the opponent's
                midsection instead.

  b) crouching - your nearer foot is slid towards the opponent---yawn.

  c) jumping - Hugo just sticks out his knee---double yawn.

5) MK - most look exactly like the LKs, but come out slower and do much
       more damage. Both, on my opinion, are useless and should not really
       used in a vs. human situation

  a) standing - your opponent receives a two hit stomp by a very heavy
                man. Obviously, this is also an overhead that's supposed
                to be used a lot more often than others.

  b) crouching - it's just a slower but more damaging version of the
                 crouching LK. This time, your opponent is knocked off
                 feet and that just adds a little use to this move.

  c) jumping - it's just a slower but more damaging version of the
               jumping LK---half a yawn.

6) HK - like his HPs, manifests, both his main advantages, namely, power
       and reach. And also like his HPs, unfortunately, these moves reveal
       His lame recovery time. Some of them are actually only useful
       in specific situations.

  a) standing - the professional wrestler's drop kick, this move is supposed
                to take out an opponent's chest. But because of Hugo's
                size, it turns out this move injures your opponent's entire
                upperbody! And like a genuine dropkick, you land helplessly
                on the ground afterwards, very much open for a super if
                you missed.

  b) crouching - Hugo's foul-smelling butt makes its way through just
                 about anything his opponent throws at him and sends
                 them to the edge of the screen. expectedly high on
                 damage but unexpectedly hits opponents in ALL positions
                 may it be standing, crouching, or jumping. Sucks at
                 recovery though. Use it only as an overhead or anti-air
                 and only on rare occasions.

  c) jumping - basically the same as the forward/back HK but you do it
               higher in mid-air and don't fall on the ground afterwards.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  _  _      ___  ____  ____   ___  ____    __    __
(_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
_)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
(____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                __  __  _____  _  _  ____  ___
               (  \/  )(  _  )( \/ )( ___)/ __)
                )    (  )(_)(  \  /  )__) \__ \
               (_/\/\_)(_____)  \/  (____)(___/


* EX version - done by pressing two P/K instead of one in every move
            - basically just increases in speed and number of hits
            - cannot be done on grapple moves

1) Moonsault Press - 360 degree rotation + P

       What seems to be his main move, doing this will let him grab his
  opponent, go air-borne, and end up flattening his poor victim with his
  own body. Do not, I repeat, DO NOT concentrate on landing this move
  because you simply can't especially on nimble characters like the
  kung-fu twins. Hugo reaches down and kind of staggers after he misses
  with this move, leaving you open for a heavy combo. Opponents who stay
  close to you as you get up are sure-fire victims so use this move on
  them.

2) Meat Squasher - 360 degree rotation + K

       Even harder to connect with this move than the Moonsault Press.
  First, you make a scary look out of your already scary face, then you
  act like a zombie and run for your opponent, raming him on the wall
  if you catch him---IF YOU CATCH HIM. All he has to do is tap up to escape,
  jab to cancell, or super combo to utterly punish. Remember that come
  to think of it, this move is harder to connect than Akuma's Shun Goku
  Satsu (15-hit grappling super) and the damage it brings is not even
  close.

3) Giant Palm Bomber - D,DB,B+P

       Hugo claps his hands---hard! So hard an opponent will suffer even
  if he wasn't directly between those mighty hands, and if he is...POW!
  he's stunned and you can follow up with an HP. You can even repeat it
  if it is blocked just for a "stunning" effect. As an added note, this
  move hits the opponent even if he's not directly between the palms.
  Good surprise move for those who think you're out of range.

4) Ultra Throw - F,DF,D,DB,B+K

       Grabbing the opponent, Hugo throws him to the edge of the screen
  where he bounces back. At this point, you can do just about ANY non-
  grappling move because the opponent is too stunned to do anything but
  fall right beside you.

5) Shootdown Backbreaker - F,D,DF+K

       You jump and catch an opponent in mid-air, holding his head on
  one hand and his leg on the other. You then land injuring his back
  in the process. This is the only non-super grappling move that can be
  done AFTER doing an Ultra Throw. Enjoy!

6) Monster Lariat - D,DF,F+P

       A basic, running clothesline that's high on damage but low on
  recovery and chances to connect. If you use it as an opening move, you
  get a 50% chance of landing it. You can move this up to 90% if you
  do it on an opponent that's sure to attack as the round starts.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _      ___  __  __  ____  ____  ____  ___
( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
\  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
 \/  ()  (___/(______)(__)  (____)(_)\_)(___/


1) Gigas Breaker - 720 degree rotation + P
  (comes in one long super bar)

       Yup, it's one big bad grab that'd make you scream---if you still
  could. You'll receive two backbreakers and a Moonsault Press for a
  finale. Unbelievably high damage is obviously what this super brings,
  along with an unbelievably high risk of missing. There's just NO way
  to connect with this move on a present-minded, nimble opponent except
  if you dizzy him first. (however, someone emailed me on the different
  ways of landing this super and, though not 100% sure-fire techinques,
  as there are NONE of the kind for this move, I have decided to include
  his comments in my last section)

2) Megaton Press - D,DF,F,D,DF,F+K
  (comes in two moderately long super bars)

       Ahh...yes. This is better. Hugo jumps, catches the opponent in
  mid-air, spins a lot as if saying, "GET READY!..." and then drops the
  helpless opponent to the ground, landing on top of him afterwards.
  Quite as fearsome as the Gigas Breaker in terms of damage, but this
  time you can hold two super bars! Treat this move as a Shootdown
  Backbreaker, meaning use it as an anti-air or connect to an Ultra Throw
  for 100% reliability and you'll be fine. This super is recommended
  for both human and computer opponents.

3) Hammer Frenzy - D,DF,F,D,DF,F+P
  (comes in two moderately long super bars)

       You may delay the execution of this move by holding the P button.
  Not too long, though, as you may end up not doing the super at all!
  Once you release the P button, Hugo unleashes a multitude of powerful
  blows that may be considered slow, but can still combo since all of
  them stun the receiver.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____       ___  _____  __  __  ____  _____  ___
( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
\  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
 \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/


* did you really expect Hugo to have these? Maybe he has, but he won't
 be relying on it. Still wanna know?
(every HK Shootdown Backbreaker may be replaced with a Megaton Press)

1) HP Giant Palm Bomber-> LP-> LP-> LP
2) HP Giant Palm Bomber-> MP
3) HP Giant Palm Bomber-> HP
4) UF-> D+HP-> D+LP-> D+LP-> D+LP
5) UF-> D+HP-> LP-> LP-> LP
6) HK Ultra Throw-> HK Shootdown Backbreaker


* Alicia Silverstone (!), fellow Hugo enthusiast, writes:

"Got two great combos here for hugo. Here they are:

Combo no. 1: This combo requires one Megaton Press super.

First do the Ultra Throw on the opponent which makes him go to the edge
of the screen and bounces back to u, then quickly do the HP Giant Palm
Bomber plus cancel it to the Megaton Press super. This combo will capture
people's attention if u do it successfully. But the hard part is the
cancelling of the Giant Palm Bomber into megaton press. U need to be
skillful on your joystick and fingers in order to do it successfully and
u must do it very very very fast in order to connect or else the distance
when u fly to the air is greater. The low and medium kick WILL AND I MEAN
WILL NEVER connect. Use high kick everytime!!! EVERYTIME!!! This combo
does about 4 hits and it is cool.

Combo no 2: Must be very near the corner and one Megaton Press super.

Do an Ultra Throw on the opponent near the corner and when he comes flying
back down, do a Giant Palm Bomber and follow up with another Giant Palm
Bomber and follow by another one. This can be done three times only.
After doing it three times, cancel it into the Megaton Press. A five hit
style combo. If the opponent gets stunned, follow up using your own combos
or repeat the steps that i have mentioned above."


* Now there's another dude out there who sent me some nice Hugo combos
 but I'm afraid I lost his mail =( Will you please send me those combos
 again? I'm really really sorry for that...


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____      _  _  ___
( \/ )(_  _)(_  _)    ( \/ )/ __)
\  /  _)(_  _)(_      \  / \__ \
 \/  (____)(____)()    \/  (___/()
            ___  _____  __  __  ____  __  __  ____  ____  ____
           / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
          ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
           \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)


* These are NOT 100% applicable in all cases. There's always a chance,
 slim as it may be, that the computer did not follow what I say below.
 But it's safe to say that if you follow my guidelines, you'll always
 win.

* Megaton Press is the most recommended super for the computer

Akuma - if you block a combo of his that ended with a Hadouken, do a HK
       Shootdown Backbreaker cause he'll jump and try to do another
       dive K combo
     - if he's in the corner and you jump straight up, he'll jump for
       you as you land.
       Do a Megaton Press if you will

Alex - whenever he does a HP Back Fist, parry. He'll follow up with a Double
      Dive P which you should be ready to parry and counter
    - if he suddenly walks back for 3 sec, get ready to parry his charging
      elbow

Chunli - she wouldn't be herself if she didn't jump at least 10 times per
        match. Have a handy LK Shootdown Backbreaker at your disposal

Dudley - he is, in my opinion, the hardest to parry cause it's so dam hard
        to anticipate his moves. A good strategy would be to block his
        attacks and retaliate
      - note: don't block all day, especially if he's close cause he,
        like most computer opponents, can always throw you when you least
        expect it

Elena - memorize her body language and you'll see her charging kick from
       a mile away
     - low blocking her D+LK will make her do an overhead kick and follow
       it with a sweep so counter as you see fit
     - she'll super jump for you if you're too far away so meet her in the
       air with a HK Shootdown Backbreaker

Gill - continue parrying his fireballs until he does something else
    - he rarely parries in mid-air so you know what to do
    - don't get intimidated by his meteor shower; it can be parried
    - get intimidated by his ULTRA CHEAP angel of death super
    - have at least one super ready to counter his resurrection super
    - minimize your jumps when he is fully charged

Hugo - jab occasionally to make sure he doesn't grapple you
    - when he jumps, carefully time a D+HP cause he never expects it

Ibuki - if she jumps back, she'll throw a dagger so don't try to follow
     - if she jumps forward, meet her in the air and pummel her to the
       ground with a D+HP

Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken
   - if he's near fully charged and you do a LK Monster Lariat, he'll
     jump over it and propell himself with an EX Tatsumaki, landing behind
     you

Makoto - don't risk slow moves even if you think their damage is worth
        the wait. She'll surely punish you with her speedy power P
      - don't HK repeatedly just to charge up your super meter. She'll
        see to it that you learn your lesson

Necro - don't jump cause he has a whole lot of ways to counter
     - his mid-air drill K is always followed by a sweep
     - he mixes his groud and air attacks but keep an eye on his feet
       and you'll know when to parry and follow up with a Shootdown
       Backbreaker

Oro - he'll always follow a straight fireball with an upward one
   - he rarely uses his uppercut now. That means you can always beat
     him via jump-in combos

Q - he's crap. Don't know why he was chosen for a secret challenger. Not
   much strategy is needed for him. He can be obliterated even by simple
   jump-in combos

Remy - concentrate on countering his attacks and low parrying his projectile
    - don't rush cause that's what he's waiting for
    - if you must jump, be sure you're ready to parry a 2 hit flash kick

Ryu - if he dashes backwards, expect two Hadoukens to come your way. Jump
     and punish

Sean - you're half-screen away and you taunt with Poison, he'll always do
      a hopping heel K which you, in turn can counter with a parry->
      super
    - two D+LK s will always be followed by a hopping heel k. Parry and
      super

Twelve - don't lose hope if he's been countering all your jump-ins for half the
        round. he won't be countering the succeeding ones and thus victory
        for you
      - keep an eye out for his invisibility. It's when you give all you've
        got: He'll accept every last bit of it.

Urien - crouching for 3 or more seconds yields a dive knee
     - walking back for sec yields a charging shoulder
     - standing for 3 or more seconds yields a projectile

Yang/Yun - they may have different abilities, but the strategies the computer
          has in mind when playing them are identical
        - whenever they're very far from you, they'll super jump and
          dive K. You'll parry and super

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
\  /  _)(_  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
 \/  (____)(____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)


Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers

* Hugo, because of his advantage in power and lack of speed,
    must be used as a counter attacker. I must admit even I have not
    perfected this sort of strategy. But many battles I have won simply
    by moving left and right, parrying an attack, and doing either a
    grapple move or a super to retaliate.

1) Megaton Press is the most recommended super

As I have mentioned above, the Megaton Press is a great surprise move.
Sure, the Gigas Breaker can also be a surprise but what if you miss?
Then the surprise's on YOU! The Megaton Press can also be comboed from
your Ultra Throw, which makes it a whole lot less of a risk and still do
a hell of a damage.

2) Mix-up your D+LP, Overheads, and your throws

If you get close to an opponent, try as randomly as possible to execute
one of these attacks and follow it up with another randomly chosen move.
Most of the time I just mix-up the crouching low punch and the overheads
and only use the throw when my opponents' getting the hang of it.

3) Try jumping straight up as the first round starts

Normally, your challenger would throw a fireball which you should parry.
If he jumps towards you, just do a HK. Sometimes he'll dash in. When this
happens, repeatedly tap forward and LP+LK to anticipate either an attack
or a throw.

4) Hugo has a second taunt (hold start, HP+HK), one that features Poison
(OooOoOOooH!!) You think that's all eye candy? WRONG! I offer you the
"seduction strategy" Here goes:

a) You have to be nearer your side of the screen (where Poison will come
out to taunt)

b) Do some successive poking until your opponent decides to block.

c) Execute the taunt when he least expects it.

d) Poison won't affect the game in any way (i.e she can't hit or be hit)
but she can do two things:

  - distract your opponent (because, maybe, of her looks?)
  - overlap and therefore hide part of Hugo's body

e) You'll know your opponent is distracted if he just blocks.

f) Immediately proceed with any of your overheads if he blocks low or
your Meat Squasher if he blocks high.

g) If he isn't distracted, at least you can "hide" at Poison's side and
mix-up your overheads, crouching attacks, and your throws. It'll be hard
to detect what you're gonna do next.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  _  _      ____  _  _  ____   ____  _  _   ___
(_  _)( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
_)(_  )  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
(____)(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/


* Hugo's sub-boss is Ryu and this is what they have to say:

 Hugo: So, you're the man Poison was talking about.
       We're recruiting those who have the potential to become professional
       wrestlers.
       I'll make you a deal
       Promise you'll join us if you lose.

 Ryu : Very well, I could learn something useful from wrestling.
       But I shall not lose!
       I will show you the true meaining of power!

* Hugo's ending:

As an unknown guy is proclaimed champ in a wrestling tournament, the ground
suddenly shakes. (any ideas?) Hugo then reveals himself by lifting the
entire ring! Poison is with him, along with a bunch of other guys (and
some SF characters) all dressed like the powerhouse himself. She introduces
their group as an army of wrestlers planning to take over.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _       ___  ____  ____  ____   ____  ____  ___
( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
)  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
(_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/


Jeff Maxwell for sharing his opinions on the predictabilities of different
            computer opponents and...
            for constantly giving me a taste of brand new kung-fu shoes
            (but that's nothing compared to the taste of a pair of wrestling
             boots! hehe)

Red Phoenix ([email protected]) for info on the whats and hows
                                       of ASCII arts

Chris Lee ([email protected]) for a whole LOT of miscellaneous data on moves,
                        startegies and different stuff and for half of
                        my last section, namely, landing a Gigas Breaker.

Pain- -killeR ([email protected]) for the other half of my last
                                       section, namely, landing a Moonsault
                                       Press

Russell Ibarra ([email protected]) for some additional info:

"Meat Squasher - I found that the Meat Squasher can be an effective move
                even against skilled players if it's used right. What
                I mean is if you were to do one or two LP Palm Bombs
                before doing an LK Meat Squasher they would expect to
                be blocking a move instead of dodging a throw. Also a
                few LP jabs or a ducking or standing LK before doing
                an LK Meat Squasher I found to be pretty effective. Not
                always huge amounts of damage but it usually impresses
                or intimidates a human opponent.

Gigas Breaker - I pick this super most often. One strategy I use to get
               it to work other than the strategies listed is I do his
               Over Head MK+MP move and start a 720 and end the motion
               a split second after I land so the computer doesn't see
               it as a combo so it lets the throw connect. To me it has
               a little above mediocre effectiveness against humans.
               I usually do the over head as they get up and they either
               block or get hit while ducking then since I didn't already
               throw they don't expect the Gigas Breaker. Obviously it's
               effective for his other throws too.

Hammer Frenzy - I have a couple combos for this that weren't mentioned.
               One is doing the Palm Bomber and super canceling into
               the Hammer Frenzy. Also jumping in with an HK or D+HP
               before executing the move.

Monster Lariat - I don't use this move much often myself but there are
                a few situations in which it's a good combo move. I
                like to jump in with an HK really deep and then do an
                LK Monster Lariat and it counts as a 2 hit combo. Pretty
                good damage too. Also an LK Monster Lariate after an
                MP or HP Palm Bomber is a good combo too.

Misc. - His MP is a favorite move of mine on certain opponents. Like Ken
       for example, if I KNOW someone's going to try to pull a hurricane
       kick I can bitch slap him right out of it. Same thing goes with
       any other dashing move you can see coming. His flying ass HK move
       is also cool in that it's also considered an over head. I use
       it mostly as anti-air, but on rising opponets that duck right
       away it's pretty effective as well as the HP elbow. Also hid
       jumping D+HP is a good cross up attack so constantly jumping up
       and over your opponent while doing that gets confusing and annoying
       until they figure out what you are doing."


([email protected]) for yet again some additional info:

"Fist off his combos.
His most devasting combo is Jump in with a firece splash: d+Lk,Jab Palm
bomber, firece Palm bomber, finish with Meat Squisher. If done properly
he'll run over and grab them while their still stunned or just recovering
with no time to react.

Jump in with a firece splash: d+Lk,Jab Palm bomber,D+Mk

Jump in with a firece splash: d+Lk,D+Mk Low forward quickly follows low
short

Jump in with a Hk, finish with a d + Hk If Jumping roundhouse lands just
right then Ducking Roundhouse will hit

Invincible tactics:
Unlike Alex and like Zangief if you jump in with Hugo and don't kick/punch
just land near you opponent you can immediately do a Moonsault Press. This
can be a devastating tactic. If you master the fist combo I listed then
your opponent won't know whether to block and get grabbed, try a parry
and get grabbed or try a move and get hit was a splash and the subsequent
combo.

Another somewhat dirty trick is to use the LK Shootdown Moonbreaker to
fly behind your opponent (particulary when there down) and hit them with
Gigas Breaker super combo or a MoonSault Press. Works pretty well because
their character has to turn around and Hugo can execute either one almost
as soon as he lands. Also good. When your opponent is down do a Low Punch
Palm bomb or ducking LK then fly behind with a LK Shootdown Moonbreaker
and try a Gigas Breaker or Moonsault Press.

Rule of thumb on Palm bomber. If your opponent blocks a Jab/medium bomb
then follow with a standing medium pucnch or ducking medium kick. Either
one will hit if they try to do a move after a blocked bomb.

Lastly, try getting your opponent in the corner. In the proper hands Hugo
is down right disgusting when he has someone in the corner. He has so many
options when your opponent is cornered. Use the Palm bomber alot. Alternate
between jab/medium/fierce. The reason why is they having varing speeds and
blast radiuses. If you use different powered Palm bombs it will throw your
opponent off and they will probably run into one or two. Also his standing
Medium kick ,if close enough, can take an opponent out the air, particularly
when they are in the corner. The ducking medium is long and relatively
fast a such a big character. Mix up your opponent between Palm bombs and
a quick ducking medium kick. And don't forget about jumping in without
kicking/punching and doing a MoonSault Press."


Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
( \/ )(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
)  (  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
(_/\_)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                _   _  ____  ___  ____  _____  ____  _  _
               ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
               (_) (_)(____)(___/ (__) (_____)(_)\_) (__)


v1.3 - added a lotta comments and landing a Moonsault Press
v1.2 - added a lotta comments and landing a Gigas Breaker
v1.1 - improved ASCII art

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____      ____  ____  _  _    __    __
( \/ )(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
)  (  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
(_/\_)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
            _    _  _____  ____  ____   ___
           ( \/\/ )(  _  )(  _ \(  _ \ / __)
            )    (  )(_)(  )   / )(_) )\__ \
           (__/\__)(_____)(_)\_)(____/ (___/


Please feel free to email me if there's something about Hugo I left out
or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.

Landing a Gigas Breaker: Chris Lee, fellow Hugo enthusiast, wrote:

"I actually find the Gigas Breaker to be the best super, and here are
circumstances to make it work well.

1. You can do a standing 720.
  EFFECTIVENESS: Medium.
       Only if people aren't ready. I've only done it once, but I've
  seen some Zangief players do standing 720's. (Yes, I play at the competitive
  MIT arcade, which tends to attract even people from California and
  Japan.) If you can walk up to someone and do a standing 720 and they
  don't expect it, SLURP, 1/2 your life bar.

2. Double tap forward, 720.
  EFFECTIVENESS: Medium to low.
       Only if people aren't ready. This one I can consistently pull.
  People are not expecting a 720 at the end of it. But you can buffer
  it into the double tap. Against faster characters who have better
  reaction time, they might hit you before you 720.

3. Block an airmove, 720.
  EFFECTIVENESS: High.
       If you can 720 after blocking say an air roundhouse, especially
  against humans (computer knows where to hit you, low enough), you can
  720 afterwards. Here's the scary thing: Opponent does air HP/HK, followed
  by on ground MP/MK or HP/HK of any type, and he doesn't have enough
  time to get it out before you 720 him. Opponent does air HP/HK, followed
  by LP/LK: Unless player is VERY good and knows the range of LP/LKs,
  he'll push himself out of range, BUT still within the range of 720's.
  Yes, I was playing against Makoto, for example, and she jumped in,
  air HP, then a series of low LP, and as she pushed herself out of range,
  I did a 720, grab, slurp, slam. Ouch.

4. Take the hit, 720.
  EFFECTIVENESS: Medium to High.
       This is known as the famous "sac" (sacrifice) throw. Works pretty
  well, except you get hurt. Same guy who was playing Makoto against
  me did a crossover hit (hitting me), twice -- each time I 720'ed. The
  first time, Makoto had landed and hadn't turned around (heh heh heh)
  and the second time she had barely turned around. That was a surprise
  to the other guy.

5. Jumping 720.
  EFFECTIVENESS: Low.
       This is only useful against newbies. They are too busy blocking
  or whatever that they haven't figured out how to low fierce/uppercut/throw
  whatever. This technique improves only if you judge the distance and
  timing right that 1) they are getting up, and 2) they're just out of
  range to do much, but within range of the 720. This also works well
  if you cross them up. "


Landing a Moonsault Press: Britt Harris, yet another fellow Hugo enthusiast,
wrote:

"Hugo, I think, it the best character... Everyone underestimates him (Three
of those moonsault presses will kill you) Everyone believes that he's slower
than he looks and thinks he'll do less damage...

One of the best times to do those presses, is right after parrying in the
air...

You jump in, don't attack, the oppenent attacks, you parry and it lands
you smack dab next to the sucker, and he helped you pull it off. Don't
attack after the parry because then the throw will not work. Feel free
to add a super to make you smile.

Here is where you can switch up your strategy... If you're playing someone
smart, he'll quit attacking. Thats when you attack and throw him off.
Another strategy is to just still do the moonsault press...Advanced players
will try to sweep you as you land and screw everything up. The trick is
to parry, then press! This works reversed if he jumps in at you...

Also if someone is standing next to you as you get up... Do the moonsault
press and call them an idiot. Don't EVER stand next to Hugo as he gets up
since him moonsault press will reach you faster than a jab.

Here is a mind game against humans.... Humans know to keep Hugo away...
Once they feel his press, they know he's a bad thing... So the fun thing
to do if you're good at parrying or playing someone you can beat is to
never stop walking towards the opponent.. When you do that you limit their
tactics...

You could jump in - attack - follow up with a ducking mk
                 |        |-mk+mp and add in a throw if you can
                 |          (or better yet his super with the
                 |           running clothesline)
                 |-not attack/parry - moonsault press

Walk close enough to - duck and mk him
                    |- mk+mp - trip
                    |        |- clap then fp
                    |-parry low - step forward quickly and press him
                                |-trip

It's all that small. If the opponent tries to jump out of it, do the f-d-f-k
move...Most people don't know how to get out of throws...Sometimes you
can actually see your oppenent get despereate trying to keep you away or
how to trick you... Get them to think, and while they do that, give it
to them... off their guard...

If you're playing an offensive play, try to charge at them every second
Don't play their game! Put them on the defensive! "



%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

And just in case you read the last part of this faq before the first,
allow me restate my legal notice...

By gaining access to this faq you agree to the following terms:

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===================================================================================
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