Subject: SF3:2I Hugo guide [ver1.0]
From: RpM - acct 5/5 <[email protected]>
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
([email protected])
-------------------------------
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) :