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    Hugo by GenesisGamma6

    Version: 1.0 | Updated: 09/07/06 | Search Guide | Bookmark Guide

    SNK vs Capcom Chaos
    Hugo Andore for Beginners FAQ
    Version 1.0
    By GenesisGamma6 (AKA Epsilon of Blood-sports.net)
    Started on: September 6, 2006
    Completed on: Septemer 7, 2006
    Formal Stuff
    This FAQ may not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any website or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other
    website or as a part of any public display is strictly prohibited, and a 
    violation of copyright.
    (1) Introduction to the Champ
    (2) Quick bio and story information 
    (3) Legend
    (4) Game basics
    (5) No metal chairs around so Hugo's gotta use these special moves
    (6) The Big Guy's Super Arts
    (7) Basic combos
    (8) A few final tips
    (9) Miscellaneous Information
    (10) Credits and Contact Info
    Introduction to the Champ
    Originally a baddie from Capcom's Final Fight series, Hugo resurfaced in 
    Street Fighter III: Second Impact as the main 360 character, replacing 
    Zangief. SNK most likely used Hugo in this game since he's fairly popular in
    the SFIII scene but that's all my speculation. Either way, I'm glad he's in
    this game since he's quite fun to use. Please note that this is not SFIII so
    don't try to get any EX moves out of this character.
    The purpose of this FAQ is to give a brief guide for beginners to Hugo Andore
    in the SNK vs. Capcom game and will by no means provide insane amounts of 
    combos (even though Hugo hasn't got a lot of combos to work with).
    Quick bio and story information
    There's no direct statistical information from Street Fighter Eternal
    Challenge so here's what I got from http://www.answers.com
    Birthplace: Germany
    Year of birth: 1964
    Height: 240 cm
    Weight 200 kg
    Blood type: A
    Fighting style: Professional Wrestling
    Throughout the Final Fight series, Hugo and his family had been involved in
    Metro City's prominent gangs for years such as Mad Gear and the Skull Cross
    gang. They were often defeated by Mike Haggar and his allies. Somewhere along
    the road, he went legitimate and now he's entering the third World Warrior 
    tournament with Poison acting as his manager. His intention is to find a new
    tag team partner suitable for the wresting ring and that search is continued
    in the world of SVC Chaos. 
    Primary colour: Pink clothing, light normal skin
    Secondary colour: Yellow clothing, dark skin
    u = Up
    uf = Up-Forward
    f = Forward
    df = Down-Forward
    d = Down
    db = Down-Back
    b = Back
    ub = Back
    qcf = Quarter-Circle Forward
    qcb = Quarter-Circle Back
    hcf = Half-Circle Forward
    hcb = Half-Circle Backward
    360 = A complete circular input of the joystick
    P = Punch
    LP = Light Punch
    HP = Hard Punch
    K = Kick
    LK = Light Kick
    HK = Hard Kick
    Neo-Geo System Button Configuration
    A = LP
    B = LK
    C = HP
    D = HK
    Game Basics
    Dash: Tap f twice
    Character will perform a quick dash forward. You are vulnerable to attack
    during this dash.
    Backwards dash: Tap b twice
    Character will hop backwards. Once again, you are vulnerable to attack 
    during the hop.
    Guard Cancel Frontstep: Tap f twice while blocking or press BC while blocking
    Character cancels block and dashes forward with a brief moment of 
    invincibility. This is a key concept to master so get used to it quickly. 
    This technique consumes some power gauge energy. According to Kao Megura's
    general FAQ, tapping F twice consumes less power gauge energy than pressing BC
    while blocking. 
    Guard Cancel Attack: Press CD at same time while blocking
    Character cancels block and performs a small counter attack to knock opponent
    back. This costs you one level of your power gauge and seems to deal little 
    to no damage so use this sparingly.
    Throwing: Press AB or CD when near opponent
    This is probably one of the elements that turns normal fighting game fans away
    from this game. Throwing is a bit of a hassle here (even more so than Street 
    Fighter Alpha 3's PPP or KKK throw input). If you miss a throw, there will
    be a miss animation for your character and you will be punished for a missed
    throw by losing some power gauge energy. Obviously a successful throw 
    doesn't cost any power guage. The AB throw will keep your opponent in front
    of you while the CD throw causes your character to switch sides so keep that
    in mind.
    Throw escape: Press AB or CD as soon as you are being thrown by the opponent
    Your character will perform an action to avoid being thrown by the opponent.
    Note that you must use the same input as the opponent did. So if the opponent 
    tries an AB throw, you have to press AB as well to escape the throw.
    Recovery Roll: Press AB when landing
    A standard feature in King of Fighters, this allows your character to recover 
    on their feet quickly instead of being knocked down.
    No metal chairs around so Hugo's gotta use these special moves
    Body Slam: Press AB when near opponent
    Hugo picks up the opponent and slams them on the ground. Nothing special.
    Neck Hanging Tree: Press CD when near opponent
    Unlike SFIII, you can't rotate the joystick and mash the buttons for more
    hits. Also, Hugo has a set number of hits and he will always toss the enemy
    behind, switching sides with him. So don't get the idea that you can use the
    same strategies with this move from SFIII in this game.
    Slap: f + A
    Hugo bitch slaps the enemy with his outer arm. This move has good reach and
    has good recovery as well. Use this often but don't get predictable with this
    or else, your opponent will Guard Cancel Frontstep and punish you for this.
    This has similar properties to Dhalsim's stretches with the body extending out
    to attack so Orochi Iori's Ya Otome super will always defeat this.
    Hip Press: f + B
    Hugo's low HK from SFIII is a command move in this game. This is a decent move
    to use as a way to mix things up but the recovery time is poor. Use with
    Body Press: d + C in air
    A command move from his SFIII incarnation. Hugo will stretch out and strike
    the enemy with his belly as he lands. According to psychochronic's SFIII 
    general FAQ, Hugo can easily land a Gigas Breaker or a Moonsault Press upon
    this move being blocked since he has frame advantage that makes the grabs
    easier to land. I've tried doing the same in SVC but it doesn't seem to work.
    If anyone can confirm this or argue otherwise, feel free to send me an e-mail.
    Elbow: Press C when standing close
    Hugo does an overhead elbow to knock the opponent down. Note the word overhead
    so you gotta block high.
    Idou Drop Kick: Press D from afar
    Hugo's standing HK from SFIII. Horrible recovery time so don't use this move
    too often. According to Kao Megura's FAQ, this move is also an overhead.
    Joudan Blocking ('High Parry'): f + AC
    Before you SFIII players start getting any ideas, I have to break your bubble.
    SNK altered Hugo's parrying for this game so instead of tapping each time to
    parry an attack (and take no damage for each successful parry), you have an
    autoguard that can block multiple hits but still causes you to take chip 
    damage from specials, supers and Exceeds. The good thing is that you can 
    still cancel into certain command moves and specials or super cancel into
    a Super or an Exceed.
    Gedan Blocking ('Low Parry'): d + BD
    Comments for Joudan Blocking can be applied here as well.
    Monster Lariat: qcf + K
    Hugo will run forwards and knock the opponent down with a punch. This is a 
    knockdown move so your opponent can't use a recovery roll here. Some 
    characters are small enough to duck the punch and Hugo can be knocked out of
    this move fairly easily. 
    Shootdown Backbreaker: f, d, df + K
    Hugo's anti-air grab. If an enemy is flying in the air, use this to bring him
    or her back down to the ground. It's a bit trying to use this by itself so 
    you're better off using this as a follow up from Ultra Throw.
    Giant Palm Bomber: qcb + P
    Hugo claps his hands together and hits the opponent. An opponent hit by this
    move is open to attack so you can follow up with a special move throw or 
    Exceed. HP version has Hugo hop forwards slightly.
    Ultra Throw: hcb + K when near
    A move that every Hugo player should know by heart as the properties for this
    move give good set ups for simple and damaging combos. Hugo will grab the 
    enemy and toss them far away. When they bounce off the other side, you can
    juggle them with another move like the Monster Lariat, Shootdown Backbreaker
    or the Megaton Press.
    Moonsault Press: 360 + P when near
    Similar to the Spinning Pile Driver, Hugo will grab the opponent and take them
    for a little ride in the air before slamming them on the ground. As his most
    powerful special move throw, this is a move that should be mastered quickly.
    Use the HP version always since there is virtually no difference in recovery
    time if you miss the grab.
    Meat Squasher: 360 + K
    Hugo will run towards the enemy and grab him/her before running to the other
    side to slam the enemy for some damage. Grab range is pretty good (as I was
    once able to grab Shiki with this when she was dashing forward for her Exceed)
    but he can be knocked out of this fairly easily. Use this once in a while to
    mix up your game and punish turtlers.
    The Big Guy's Super Arts
    Hammer Mountain: qcf x 2 + P (hold P to delay)
    Acting as Super Art III in the SFIII games, Hugo will perform an auto combo
    for 5 hits. If you hold the punch button after completing the input, Hugo will
    run forward without doing any damage until you release the button for him to 
    start the combo. But if you delay too long, Hugo will stop running without
    performing the attack. The third hit of this move acts as an overhead and is
    great to use against turtlers who block low constantly. Once the overhead
    hits, the rest of the move connects for a decent amount of damage. Best used
    when comboed from Giant Palm Bomber.
    Megaton Press: qcf x 2 + K
    Taking the place of Super Art II in the SFIII games, Hugo's anti-air super
    throw is a solid move to use as a follow up to the Ultra Throw. I haven't
    determined if the distance traveled is any different if you use B or D as your
    kick input but I usually use D.
    Gigas Breaker: 360 + AC when near [EXCEED]
    I believe the words MVC2's character selection music fit here. "I'm gonna take
    you for a ride!" Man, Hugo should shout this in German before activating this
    move. Upon a successful activation, Hugo will grab the opponent and perform
    two Backbreakers before a big Moonsault Press for the finale. Being a highly
    damaging Super Art in SFIII, it's no wonder this move was chosen to be Hugo's
    Exceed move. The great part is that the input only needs one 360 instead of
    two like in the SFIII games. Also, you will know if you connected successfully
    with this move if you see the enemy sprite in a pained expression during the
    flash. There are a few cons to this of course. One is that any human player 
    will not fall so easily to this so you'll have to be creative if you want to
    land this. Two is that as an Exceed, this can only be used once a match. 
    Three is that because of the altered input, it's simple to accidentally do a
    Moonsault Press rather than a Gigas Breaker. Get used to tapping both punch
    buttons at the same time when he does this.
    Basic Combos
    1. Ultra Throw => Monster Lariat/Shootdown Backbreaker/Megaton Press
    2. Giant Palm Bomber => Ultra Throw => Same as above
    3. Giant Palm Bomber => Hammer Mountain
    4. Giant Palm Bomber => Moonsault Press/Gigas Breaker
    5. Crouching A => Any throw move (I don't usually use this combo since I have
    better options to work with but I'm including this since Kao Megura mentioned
    it in his FAQ)
    A few final words
    Get used to the 360 quickly if you haven't already. Mastering it is essential
    for any player to be decent with Hugo (or any other Capcom grappler for that
    matter). Although Hugo has a variety other good command moves without needing
    to use the 360 moves, you're limiting your options if you don't get used to
    the 360.
    He's pretty slow on the ground and his dash is just a bit below standard so 
    get used to his body mechanics in this game.
    Use the Shootdown Backbreaker as a way to travel too. Could be a nice way to
    set up for a Moonsault Press or Gigas Breaker.
    Some CPU End Boss Tips for those having trouble getting to Hugo's ending
    Shin Akuma: The CPU attack pattern is that once you get in a corner, he'll 
    continue teleporting back and forth and do random things that would obviously
    destroy an agressive player (or a complete newbie). Have patience. Once in a 
    while, he'll leap forward to do a Zankuu Hadouken. Once he lands, he usually
    pauses for a bit so that's when you can quickly perform a throw. And make sure
    you master Guard Cancel Frontstep so you can nail him with a nice throw if you
    are up close and if he performs Messatsu Gou Hadou. Use your jumping C as well
    since Hugo's range can easily hit Shin Akuma when he's doing Zankuu Hadouken
    or an HP Gou Shoryuuken.
    Violent Ken: Time your jumps carefully so that he can whiff his HP Shoryuuken
    and then nail him with a combo or you can just use a Moonsault Press when he
    lands on the ground.
    Orochi Iori: If you try dashing in too often, Orochi Iori will be fast enough
    to kick you out of it. Have patience and watch when he continues to fire his
    108 Shiki: Yamibarai projectile. Then go in for a Moonsault Press.
    Serious Mr. Karate: Learn to master Guard Cancel Frontstep so that you can
    punish him when he does Chou Haoh Shoukou Ken. He will occasionally leave 
    himself wide open when he does his HP Built Upper and Kyokugen Kohou so be
    ready to combo him there.
    Red Arremer: The Dan tips can apply similarly to Hugo since the giant has the
    Giant Palm Bomber to act as a decent substitute for LK Dankuu Kyaku. But I 
    don't get a chance to play regularly against Red Arremer with Hugo so that
    particular strategy may not work too well.
    Athena: Easy for anyone in general. All you need to do is be aware of her move
    properties and their openings for a counterattack. Once again, I highlight
    that learning to Guard Cancel Frontstep will really help you in defeating her
    since you can easily go in for a throw move as she's recovering after doing 
    Heaven's Gate.
    Miscellaneous Information
    Win pose 1: Hugo stretches out his muscles to show off like in Street Fighter
    III. Bao appears out of nowhere to hang off the outer arm. I still don't get
    how Bao is connected to Hugo but I suppose SNK just threw it in as an extra.
    Win pose 2: Poison comes in and blows a kiss.
    Win quote 1: What was that? You look tougher than you really are.
    Win quote 2: I hold back for no one! I always bash full force!
    Win quote 3: As you promised, now you must join up with us!
    Special win quote against Earthquake: I am the strongest!
    Special win quote against Hugo: Now I know what your parents went through! 
    Grow up, you dope!
    I'm certain you can figure out when Hugo speaks and when Poison speaks.
    Credits and Contact Info
    Special thanks to those who wrote up Street Fighter III Hugo FAQs. Their
    useful information made this SVC Hugo FAQ easier to write. Also, thanks to Kao
    Megura's FAQ for some additional notes on move properties for the big lug.
    Kudos for Capcom and SNK teaming up together on these projects. Hope to see
    another one in the works soon.
    AIM: GenesisGamma6
    Yahoo: nemesisalpha1@yahoo.ca
    MSN/Hotmail: deadalpha@hotmail.com
    Copyright 2006 Isaac Tong

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