STREET FIGHTER III 2ND IMPACT GIANT ATTACK ========================================================================= HUGO strategy guide Version 1.3 ========================================================================= by James Kuroki Unpublished work Copyright 1997-1998 James Kuroki This FAQ is for private and personal use only. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and the above copyright notice appears in full. This FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. This FAQ was created and is owned by me, James Kuroki . All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Please give credit where it is due. The Street Fighter series is (c) Capcom of Japan and Capcom of America. ++++++++ CONTENTS ++++++++ 1. INTRO / REVISION HISTORY 2. HOW TO PLAY 3. HUGO INTRO 4. SHORT MOVE LIST 5. IN-DEPTH MOVE ANALYSIS 6. COMBOS / SEMI-COMBOS 7. STRATEGIES 8. SPECIAL THANKS 9. NOTE FROM AUTHOR +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1. I N T R O D U C T I O N / R E V I S I O N H I S T O R Y +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Street Fighter III...not the best in the series that I've ever played, really I was disappointed. Then came 2nd Impact... "Oh, it's just gonna be like the first, fun for the first couple of minutes," is what I thought. Boy, was I wrong. Sure, it's still slow and still below what is should be. But it IS a major improvement over the first. The overall gameplay is sped up and intensified with the EX moves. "Blocking" (or parrying) has been modified so turtling is almost useless. Gouki (Akuma)is back in it. Overall, I think it's a game worth playing for awhile. REVISION HISTORY__________________________________________________________ Version 1.3 Initial release. Hope this is good. I figure there won't be too many updates. Version 1.0 Finished. Pulled together from Gamest magazines and self-experience. But after some opinions, decided to improve format. Version 0.5 (XXXXX) Originally one FAQ. Split it up to two FAQs: General Strategy FAQ and Hugo FAQ. Construction of Version 0.0 began on December 16, 1997. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 2. H O W T O P L A Y +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ O O O Jump Backward Jump Up Jump Forward \ | / O-- O --O Retreat/Guard Neutral Approach / | \ O O O Defensive Crouch Crouch Offensive Crouch O O O Weak Punch (WP) Medium Punch (MP) Heavy Punch (SP) O O O Weak Kick (WK) Medium Kick (MK) Heavy Kick (SK) All the moves in this FAQ are displayed using simple commands shortening. If you are on the second player (right) side, you will be facing the other way, so reverse all left- and right-based directions. Use the buttons to inflict damage, and the joystick to maneuver yourself around the playing field. Use a combination of joystick directions and buttons to perform special moves and other various commands. The command shortenings are as following: d = down u = up f - forward b = back (these four can be combined for diagonal motions) qcf = quarter circle forward qcb = quarter circle backward hcf = half circle forward hcb = half circle backward joystick 360 = spin the joystick a full circle x(N) = (N) times WP = Weak Punch MP = Medium Punch SP = Heavy Punch WK = Weak Kick MK = Medium Kick SK = Heavy Kick Weak (move A) = special move A used with the Light attack button Mid (move A) = special move A used with the Medium attack button Strong (move A) = special move A used with the Heavy attack button Jm = Jumping St = Standing Cr = Crouching (move A) --> (move B) = move A followed by move B (doesn't have to be a combo) +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 3. H U G O I N T R O +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Let's get started! First off, I suggest you read my general strategy FAQ and practice with the game; I consider it part of the Hugo FAQ. This giant (240 cm, 200 kg) is an ADVANCED CHARACTER. Some people like to say, he sucks. But I'm usually play these kind of characters so I say Advanced Level Character. You must know how to play to win with him. Without basic skills, you don't stand a chance. LEARN BASIC SKILLS AND AT LEAST SOME ADVANCED TECHNIQUES. Here are my suggested requirements: 1) BE ABLE TO PLAY SFIII: 2ND IMPACT STYLE! You must be used to the gameplay and the general strategies of this game, because Zero (Alpha) strategies don't work, especially not with Hugo! 2) LEARN HOW TO PARRY (GROUND: NECCESSARY; AIR: HIGHLY RECOMENDED)! If you can't parry, you can't play! Hugo is much too slow to react to most situations. Parrying may be the only means of a chance to counter the opponents flurry. Air parrying will help you dig into the opponent's defense. 3) LEARN TO ANTICIPATE THE OPPONENT'S MOVE. This means knowing which kind of player the opponent is (good, a turtler, or a spasmastic), and figuring out his strategy and his next move. With Hugo, you must react much ahead of time. 4) KNOW HUGO'S MOVES AND THEIR ATTRIBUTES. A requirement for mastering any character. 5) READ THIS FAQ! OK, OK, I know this is a bad way to force you to read this FAQ but I'm positive it will help you. This has strategies from Gamest and my personal experience, so I know it's useful. Here's a little background info on our big buddy: He was born in the countryside of Germany. He also has two little sisters. When he was twenty, he aimed for a wrestling career, against his mama's will, and left the house. He said that he would come back a splendid man, but so far he doesn't believe he has become one yet. After that, he left the country and, even if he returned to Germany, he never stopped by his hometown. Ah, yes, his wrestling manager is a Street Warrior: Poison from the Mad Gear gang of Final Fight. For all those of you who don't know and still are drooling while looking at her ass, POISON IS A GUY!!!! You got that?! Everyone at my arcade keep staring at her (him) and I have to break there hearts by telling them this shocking truth. He's split up with Poison two or three times, but it seems Poison is his best partner. The story for this game is that he is looking for a tag team partner, after is old one died. Personality: He is pretty confident of his own power, and it does not matter if the people around him accept him or not. Because of that, he's taken a lot of bashing and gone head-to-head with some varieties, but also because of this heroism he has many friends. But he's surprisingly fragile when it comes to feelings and emotions. As you can tell, he isn't all that smart. Style: He's a wrestler, so maybe, um, wrestling? With his humongous size and heavy weight, he can use his body as a weapon with his muscle power with ease. With holds of a pro wrestler, throws of megaton rank destructive power, and his long reach, he has more than enough to make up for the slowness. Especially with his muscular arms he confuses the opponent's sense of speed with heroic lariats, and put on enough pressure to make the opponent stand petrified. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 4. S H O R T M O V E L I S T +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This basically is a list of moves. Plain and simple. Throws: Body Slam: (close) f or b + SP Choke: (close) f or b + MP, then jam on buttons Lever moves: Moving Drop Kick: f or b + SK Flying Body Attack: (in air) d + SP Special Moves: Giant Palm Bomber*: qcb + P Moonsault Press: joystick 360 + P Shootdown Backbreaker: f, d, df + P Monster Lariat*: qcf + K Ultra Throw: hcb + K Moves with a * means it has an EX version. Super Arts: I Gigas Breaker: 360 x2 + P (stock: 1) II Megaton Press: qcf x2 + K (stock: 2) III Hammer Mountain (US ver: Hammer Frenzy): qcf x2 + P (stock: 2) +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 5. M O V E A N A L Y S I S +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Here's how to read these: ------------------------------------------------------------------------- N: Name of move (temp - this means that I don't know the "official" name of the move so I improvised.) (SAs use roman numerals instead of N) C: Command of move D: Description of what it does A: Analysis of move (how to use it, when to use it, strategies, pros, cons, etc.) ------------------------------------------------------------------------- ========================================================================= Lever Moves: ========================================================================= ------------------------------------------------------------------------- N: Moving Drop Kick (temp) C: f or b + SK D: His standing SK, but it moves forward or backwards, depending on the direction you press. A: This move is slow. Avoid using this move, for it a useless one. If you try to do the Ultra Throw, it'll turn into this (backwards one) often, pushing you way out of throwing range and well into far range, an unfortunate thing. ------------------------------------------------------------------------- N: Flying Body Attack (temp) C: (in air) d + SP D: Hugo opens his arms and attack with his chest. A: Pretty useful. If you know that the opponent is not going to counter you in the air, then use it. Hard to aim for, but does fair amount of damage, stun damage is high, and works as a combo starter. Aim for the cross-up as they get up. This works goods. ------------------------------------------------------------------------- ========================================================================= Throws: ========================================================================= ------------------------------------------------------------------------- N: Body Slam (temp) C: (close) f or b + SP D: Hugo picks 'em up and slams 'em down. A: You can control which way Hugo throws his opponents. Useful for setting them up in the corner. Little range though. If missed it turns into a close SP (elbow), which is slow, but an overhead. I think that this is more bad than good. So throw only if you know that you can throw (point blank). Otherwise, stick to the Ultra Throw or Moonsault Press if you not too sure. ------------------------------------------------------------------------- N: Choke (temp) C: (close) f or b + MP, then jam on buttons D: Hugo pick up his opponent and chokes them repeatedly A: You can't control the direction on this one, it only goes forward. The more you press, the more it wastes. ------------------------------------------------------------------------- ========================================================================= Special Moves: ========================================================================= ------------------------------------------------------------------------- N: Giant Palm Bomber C: qcb + p D: Hugo stretches his hands wide out and claps them together. The stronger the punch, the slower the "start-up" is, but also the longer the enemy is in his/her "getting-hit motion". The EX version is quicker, but pretty useless. A: You can follow this up with a Lariat. Other than that, this move is one you'll rarely use. ------------------------------------------------------------------------- N: Moonsault Press C: Joystick 360 + p D: Hugo grabs the guy, jump up (and a little backwards) while spinning, the smooshes the opponent with a body press. A: You'll be using this a lot. This is THE most powerful special move Hugo has. The only problem is the range is VERY limited. Try to get used to his range, because he has a whiff-motion for missing. Don't expect this to help get out of corners, because it goes backwards. Also, you can take a small hit and it will still initiate!! I highly suggest you know how to do this move without jumping! ------------------------------------------------------------------------- N: Shootdown Backbreaker C: f, d, df + k D: Hugo leaps forward, pulling the opponent down (assuming he was jumping) behind his neck, backbreaking them, and tossing 'em to the side. The button decides the angle of the jump. A: You can't use this move as a Shoryuken-like move. You can easily be knocked out of this move. You want to predict your opponent's next move and connect as he is coming up or at the peak of his jump. Use the strong one as your main. The weaker ones have less of an angle but are somewhat slow. Still, I never said not to use the other ones at all! But you can use the strong one to get in close, because it is quick. This move can be parryable! ------------------------------------------------------------------------- N: Monster Lariat C: qcf + k D: Hugo runs (waddles?) forward and swings his arm. If it hits, he catches them on the neck and clotheslines 'em. EX version is a bit quicker. A: This will be your other main move. The weak one is quick and has little openings, even when blocked. The timing for parrying is off, so it makes it hard to parry. EX doesn't help, too much. Shortened to "Lariat". ------------------------------------------------------------------------- N: Ultra Throw C: hcb + k D: Hugo grabs the opponent and throws him against the wall. The opponent bounces off the wall. A: You can follow up with several moves, including normal moves, Shootdown, and Megaton. You can also set up for combos. If there's not a good opportunity to waste major damage, stick to the Moonsault. Certain characters are lighter than others, so they will fly higher up. ------------------------------------------------------------------------- ========================================================================= Super Arts: ========================================================================= ------------------------------------------------------------------------- I: Gigas Breaker C: Joystick 360 x2 + p D: Hugo grabs the opponent, jumps in the air (like a Moonsault), performs a SDB (Shootdown Backbreaker), jumps higher and another SDB, them jumps REAL high into a Moonsault. A: "Ichhi geki hisastu!" "Ipatsu gyakuten" describe the property of this move. Basically meaning "One-hit certain-death" and "One-hit reversal", these explain it all. Major damage, one chance. On top of that, it has the longest SA gauge. It comes out quick, and has a certain level of invincibility around the leg area. I recommend this one, especially for advanced Hugo players. ------------------------------------------------------------------------- II: Megaton Press C: qcf x2 + k D: Hugo flies at an angle in the air. If he grabs his opponent, he flies up, and spins in place for a while, then slams the opponent down, and finishes with a body press. A: Of all the SAs, this is probably the worst. It is not bad, but when compared to the others it can't contest. Gigas is powerful, and Hammer is practical. This requires the opponent to be in air and does not do the wanted amount of damage. Thus it is a very ineffective SA. It is, however, fairly useful against those who like to jump. It is harder to knock Hugo out of this than the Shootdown Backbreaker. ------------------------------------------------------------------------- III: Hammer Mountain (Amer. ver: Hammer Frenzy) C: qcf x2 + p D: Hugo runs forward and releases a flurry of attacks. (I think St WP --> St MP --> close St SP --> Palm (2 hits)) The button determines how far he will run before releasing the flurry. A: Shortest bar out of the three SAs. You should use this as short-bar SAs should be used: use as soon as you get a stock. It may be a little harder, because Hugo's slowness also makes it harder to charge up quickly. Can connect with WPs. This is the recommended novice SA: easy to use yet powerful. ------------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 6. C O M B O S / S E M I - C O M B O S +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ COMBOS Here are the few combos Hugo has. ------------------------------------------------------------------------- Cl: Strong Ultra Throw--> Strong Palm (x4) --> St SP (Corner only) If you get the opponent in this combo, it's all over. It's best that you aren't too close to the corner, but a couple steps back. Use the SK Ultra, and time it so the Palm will hit. Certain characters are lighter than others, so the timing will vary. Immediately input the other Palms (all SP) in a row. Follow it up with a St SP. Be sure you don't jam on the joystick too hard, because doing that can turn the Palm into a Moonsault or a Gigas. This will stun anyone! You can do it again, and it will kill them. I like to rub it in with a Gigas. Use the Body Slam throw (SP) to get them in the corner. Do not aim for this combo!! You will not get this combo in if the opponent knows what you're aiming for. Hugo is not a character that can just force an average player in the corner. You must play a well-planned match, using strategies. When the chance comes, use it. ------------------------------------------------------------------------- C2: Flying Body Attack --> Cr/St WP (x4 or 5) --> Weak Hammer Very simple combo, yet powerful. Utilizes Hugo's only TC: repeated WPs. While repeatedly pressing WP, just input the command (qcf x2). The St WPs also connects and the Weak Hammer will initiate, completing the combo. ------------------------------------------------------------------------- C3: Giant Palm Bomber--> Lariat A useless combo, but it looks good. The stronger the punch for the Palm, the longer it takes to initiate, but when it hits, it stuns longer, giving you more time to input the Lariat. If you hit at point blank range, use the Weak Lariat. If you hit at the very edge of Hugo's hand, use the Mid Lariat. ------------------------------------------------------------------------- SEMI-COMBOS Semi-combos are not really combos, but are useful strategies. If you use them, you'll understand what I mean. These are extremely useful and will often be incorporated into your strategies. ------------------------------------------------------------------------- SC1: Cr WK --> Cancel Weak Lariat This will be your main form of attack. The opponent often will try to react to the WK and will be knocked down by the Lariat. The WK Lariat has very little opening, so most times you can repeat this semi-combo over and over without fear of a counter attack. ------------------------------------------------------------------------- SC2: Weak Lariat --> Moonsault OR Gigas Combine with SC1 to make SC3. This is an important combo to remember. The opponent must know what's coming up after the Lariat in order to jump to dodge it. If they are slow to react or try to attack after the Lariat, they will be sucked in. Only quick release moves (like a Shinryuken) can intercept between the Lariat and Moonsault or Gigas. After pulling this off two or three times try replacing the Moonsault with the SDB, WK for people jumping straight up, and SK for those who jump back. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 7. S T R A T E G I E S +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Fight! At the start of the round you have four choices: (1) Use SK SDB (2) MK Lariat (3) Backstep and start from there (4) Parry oncoming attack and counter (1) is a great thing to pull off against people who love to jump in at the start of the round. If they jump in at the beginning, there is a very high chance that you will get them. This is also useful for those who stand there at the start. Often they try to attack, but usually too early, so you land behind them. Use a Moonsault or, if you have it, a Gigas. Don't use this every round, because of the opening it leaves when you miss. (2) is another great way to get in close to the opponent. The reason for using the Mid Lariat is because it is just the perfect range from the starting point. It can catch many off guard. Although recovery time is a little slower than the WK Lariat, you should still try to suck them in with a Moonsault. (3) is a basic strategy. I don't use this often because I want to damage the opponent as soon as possible. But it is something you should consider constantly, just in case. (4) is a great strategy against aggressive players. Anticipate the move and timing and parrying it. From there --you guessed it-- a Moonsault or Gigas is the recommended. During Battle Use all the SCs, they are extremely useful during battle. Make sure on SC2 and SC3 to switch to a Shootdown once in a while. If you have Hammer, then use C2. If your in the corner, throw the opponent into it and use C1. Make sure you know how to parry. It is essential for when you jump in. It allows you to get a chance to give heavy damage to the opponent. To Finish It Use a close Weak or Mid Lariat. It's quick and should do the trick. A close to mid range EX Lariat works well. The SCs also work good here. If they don't have a stock of a quick-release move, then use the Strong Shootdown often in SC2 and SC3, because most of the time they want to escape. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 8. A C K N O W L E D G E M E N T S +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Here are the people and magazines I would like to thank: ------------------------------------------------------------------------- Kao Megura Helped me on my first FAQ (this) and gave me a base to structure my FAQ on. http://www.geocities.com/Tokyo/Pagoda/4610/ ------------------------------------------------------------------------- Gamest THE greatest arcade magazine there is. It gave me moves, strategies and combos. Couldn't have done it w/o this. ------------------------------------------------------------------------- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 9. N O T E F R O M T H E A U T H O R +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This is one of my first FAQs. I hope you enjoy it. If you have any suggestions, corrections, or opinions then send'em to me, James Kuroki, at and make sure you title it good, because I erase real quick. I need opinions, so please send any comments, especially about the format, the buttons, and the terminology. I like almost any type of game, so if you want to talk, then feel free to email me on that and I will give my opinion. Use this document freely, and I hope you get some useful information from this FAQ. No one plays SFIII: 2nd Impact lately because of the other new games. Oh, well. I still play it (and everything else ^_^;). Have fun! Unpublished work Copyright 1997-1998 James Kuroki