Hugo Andore
Hugo (ヒューゴー, Hyūgō), also known as Andore (アンドレ, Andore) or Hugo Andore (ヒューゴ・アンドレ, Hyūgo Andore) in the Final Fight series, is a Capcom character who first appeared as a standard enemy in the beat-'em-up game Final Fight. He later became a playable fighter in the Street Fighter series beginning with Street Fighter III: 2nd Impact. Hugo is a professional wrestler managed by his long-time friend Poison, and both were formerly members of the Mad Gear Gang.
| Hugo Andore | |
|---|---|
| Origin | |
| Origin | Final Fight |
| Creator | Takashi Nishiyama, Hiroshi Matsumoto |
| First Appearance | Final Fight |
| Voiced by | *Japanese: Wataru Takagi (Street Fighter III: Second Impact, SNK vs. Capcom: SVC Chaos, Street Fighter X Tekken, Ultra Street Fighter IV)
|
| Characteristics | |
| Species | Human |
| Gender | Male |
| Pronouns | He/Him |
| Sexuality | Heterosexual |
| Age | Unknown |
| Birthday | May 19[1] |
| Height | 240 cm[2] |
| Weight | 200 kg[3] |
| Ethnicity | German |
| Status | Alive |
| Alignment | *During Final Fight: Neutral Evil
|
| Archetype | Underling (Formerly) / Power House |
| Occupation | Professional Wrestler |
| Time Period | *Street Fighter: 1987[4]
|
| Language | German/English |
| Combat Style | Wrestler[6] |
| Homeworld | Earth |
| Relationships | |
| Affiliations | Poison, Mad Gear Gang, Andore Family |
| Enemies | Cody Travers (Formerly), Guy (Formerly), Mike Haggar (Formerly), Maki Genryusai (Formerly), Lucia (Formerly), Dean, Carlos |
Background
| This dropdown contains the synopsis of Hugo's story. Read at your own risk as you may be spoiled otherwise! |
|---|
|
Pre-Final Fight Final Fight Street Fighter Alpha Street Fighter IV Following his victory over one of Bison’s artificial fighters in a wrestling ring, Poison approaches him, offering to manage him. Hugo initially refuses, insisting he no longer takes orders. Poison clarifies she won’t boss him but can assist, noting he has “the brains of a potato.” Hugo pauses thoughtfully, which Poison misinterprets as disinterest and prepares to leave, joking that staying too long would make her a potato as well. Excited, Hugo accepts her offer and playfully suggests she can become a potato too. Street Fighter V Street Fighter III At age 20, Hugo moved to the U.S. to pursue a career in professional wrestling, leveraging his immense strength and size. He eagerly joined a tag-team tournament, but his partner abandoned him for a rival, prompting Hugo to search for a new partner within three months. He entered the World Warrior tournament accompanied by his friend and former Mad Gear ally, Poison. In Street Fighter III: 3rd Strike, Hugo and Poison launched their own wrestling promotion, the Huge/Hyu Wrestling Army (HWA), aiming to dominate the wrestling world and establish their organization as the top promotion in the sport. Street Fighter 6 |
Appearance
General Description: Hugo is an extremely muscular, towering fighter standing just under 8 feet tall and one of the heaviest characters in the series. His movements emphasize his bulk, and his long black hair bounces as he attacks.
Facial Features: Hugo’s eyes are often obscured by shadow, giving him a somber or sad look. During certain animations, his eyes are visible and sometimes lack pupils, though later portrayals include visible pupils. When standing still or crouching, Hugo occasionally exhibits a noticeable twitch or spasm for unknown reasons.
Clothing/Outfit:
- Street Fighter III / Street Fighter III: 3rd Strike: Pink leopard skin tank-top, darker pink jeans, brown boots, and black studded wristbands. He wears a thick chain from the back of his waist around to his hip.
- Shadaloo C.R.I. Profile Art: Pink leopard wrestling jumpsuit with a strap over one shoulder, large black belt, brown boots, chain necklace, and studded bracelets.
Special Features: Hugo’s enormous size and muscular build are his defining traits. The chains he wears around his waist or as a necklace, along with the studded wristbands, are iconic aspects of his visual design.
Alternate Forms/Disguises: His outfits vary slightly between different games and promotional artwork.
Personality
- Determined Competitor: Hugo is driven by his desire to prove himself as the top wrestler in the world, especially after his defeat at the hands of Mike Haggar.
- Dumb Muscle Archetype: Portrayed as somewhat unintelligent and dimwitted, Hugo often displays exaggerated facial expressions and occasionally acknowledges his own lack of smarts.
- Short-Tempered and Proud: He is easily provoked, particularly if he or his close friend Poison is insulted, and takes great pride in his immense size, strength, and muscular build.
- Loyal Friend: Hugo maintains a strong partnership with Poison, which has been tested but ultimately strengthened over time through shared experiences and reconciliations.
- Quirky Interests: He has a peculiar fixation on potatoes, viewing them as a symbol of strength and manhood inspired by his mother during childhood.
Goals
- Stop Cody, Mike Haggar, & Guy (Failed).
- Stop Mike Haggar, Maki, & Carlos (Failed).
- Stop Mike Haggar, Guy, Lucia, & Dean (Failed).
- Show his mom that he is the "biggest potato" (Suceeded).
- Become number one with Poison (Ongoing).
Relationships
Family
The Andore family (pronounced Ond-Ray, like André) is a lineage of professional wrestlers and among the strongest subordinates in the Final Fight series.
While Hugo is considered the first-born "main" Andore in the series, Capcom’s official sources provide different stats for him and the original Final Fight Andore, similar to how separate profiles exist for characters like Akuma and Shin Akuma.
An Andore also appears in the pit fights of Final Fight: Streetwise under the simple name "Andore," with in-game characters describing him as "legendary," suggesting he could be Hugo. In Street Fighter X Tekken, if a Hugo vs. Hugo match occurs, the victor will remark: "...Andore Jr.?"
Hugo’s father, grandfather, and uncle were all last seen with him in Metro City, though only his grandfather appears again after the Mad Gear Gang’s collapse. Each family member dresses similarly to Hugo but with different colors: Grandpa Andore (G. Andore) wears blue in the original Final Fight and gray in Final Fight 2, appearing slightly more tanned; Uncle Andore (U. Andore) wears dark gray; and Father Andore (F. Andore) wears yellow. Hugo’s father is depicted as much taller than his sons and wears glasses.
Hugo also has two sisters, though their locations are unknown. His mother still resides in Germany and briefly appears in Hugo’s prologue in Ultra Street Fighter IV.
General Information
Name: Hugo Andore
Nicknames: Andore
Origin: Final Fight
Overall Series: Street Fighter
Greater Franchise: Capcom
First Appearance: Final Fight
Company: Capcom
Creator: Takashi Nishiyama, Hiroshi Matsumoto
Actor
- Japanese Voice Actor: Wataru Takagi (Street Fighter III: Second Impact, SNK vs. Capcom: SVC Chaos, Street Fighter X Tekken, Ultra Street Fighter IV)
- English Voice Actor: Len Carlson (Street Fighter III: Third Strike), Jim Wallace (Final Fight Revenge), Patrick Seitz (Street Fighter X Tekken & Ultra Street Fighter IV)
Gender: Male
Sexuality: Heterosexual
Pronouns: He/Him
Handedness: Right-Handed
Age: Unknown
Time Period
Timeline: Main Timeline
Homeworld: Earth
Story Role: Grunt, Big Grunt, Stupid Powerhouse
Legacy: Global Legacy (Hugo was a well-known threat in Metro City during the time of the Mad Gear Gang, later he became well-known as a wrestler apart of Poison's promotion)
Influence: Event Influence
Religion: N/A
Classification: Former Mad Gear Gang Member, Wrestler
Species: Human
State of Being: Regular
Physiology: Humanoid Physiology
In-Universe Creator: Unknown
Occupation: Professional Wrestler[14]
Affiliations: Poison, Mad Gear Gang, Andore Family
Enemies: Cody Travers (Formerly), Guy (Formerly), Mike Haggar (Formerly), Maki Genryusai (Formerly), Lucia (Formerly), Dean, Carlos
Status: Alive
- During Final Fight: Neutral Evil (Hugo was initially a member of the Mad Gear Gang, who caused constant crime across Metro City)
- Post-Final Fight: Chaotic Neutral (Hugo no longer is a member causing havoc around the streets and is instead a member of Poison's wrestling promotion, traveling the world with her to fight numerous wrestling organizations)
Threat Level: Metropolitan Threat (Hugo was initially a member of the Mad Gear Gang, who caused constant crime across Metro City)
- Type(s) of Potential: Limitless Potential
- Level of Potential: Limitless
- Description: There is no limit to human strength, they can keep training and surpassing their peaks[18]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[19]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[20]. Fighters get stronger as they learn various and more powerful techniques[21].
- Limitations: Nothing notable.
Archetypal Tiering: Underling (Formerly) / Power House
Codex Statistics
Key: Final Fight Series | Street Fighter IV | Street Fighter III
Key Information
- Final Fight Series: This key covers all events within the Final Fight series of games.
- Street Fighter IV: This key covers all events during the Street Fighter IV series of games.
- Street Fighter III: This key covers all events within the Street Fighter III series of games.
Grade: B | A | A
Tier: 9-B, Higher with Weapons | 9-A | At most 7-B
Cardinality: Finite
Dimensionality: 3-D
Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[22]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[23])
Attack Potency: Wall level (Buster) (Can fight and harm the likes of Cody, Guy, & Mike Haggar[24]. Easily destroys a barrel through crushing it[25]. Final Fight characters can easily bust apart tires[26], destroy oil barrels with a single hit[27], kick and destroy[28] multiple oil barrels at once[29], destroy telephone booths in one punch[30], send garbage cans flying with one punch[31], easily break through[32] wooden doors[33] and[34] metal doors[35], break large human-sized wooden cartes with a single punch[36], can destroy wooden[37] barrels in one hit[38], can destroy billboards[39], can break apart thick sheets of glass with two punches[40], along with breaking multiple at once[41], break apart metal grates[42], destroy walls in a single attack[43], fully destroy large metal doors[44], and break apart cars with multiple punches[45]. Can fight and harm Damno[46], who can casually bust through a door[47]), Higher with Weapons (Weapons the Final Fight characters find on the ground deal more damage then their regular punches[48]) | Room level (Potency) (Lifted a massive semi-truck and caused destruction across the area[49]. Noted by Poison to have gotten a lot stronger[50]. Superior to Street Fighter 1 Ryu, who broke multiple stone tiles[51], and broke three cinderblocks with one attack[52]. The Street Fighter cast can break[53] apart cars overtime with various hits[54]. They can also destroy metal barrels[55]. Along with destroy stone walls overtime[56]. Can destroy barrels in a single hit[57]. The Street Fighter cast can break[58] apart cars overtime with various hits[59]. They can also destroy metal barrels[60]. Along with destroy stone walls overtime[61]. Can fight and harm Sagat[62], who broke a large rock in half[63]. Can destroy barrels in a single hit[64], Can fight and harm Zangief[65], who overpowered a large bear[66]. Should be comparable to Adon[67], who broke a chunk off a statue's head[68]. Should be comparable to characters like Birdie, who bent a large piece of metal[69]. Can destroy barrels in a single hit[70]. The cast is able to destroy barrels with a single hit[71]) | At most City level (Potency) (Fought Street Fighter III Era Ryu where the conditions were if Hugo won, Ryu would need to join his wrestling team[72], and Ryu is seen apart of the team at the end of Hugo's arcade[73], where this Ryu has likely somewhat merged with his Power of Nothingness, where The Power of Nothingness' power was scanned to be greater than[74] the Satsui no Hado[75], which would make this state superior to the hypothetical Evil Ryu, who fought against Street Fighter Alpha 3 Akuma and directly countered and defeated him[76], who could destroy Gotenkou island overtime, which is of this size[77]. Later fought and defeated Gouken, who fought and defeated[78] Street Fighter IV Era Akuma, who through just flaring up his power, destroyed a forest[79]. As before, the Street Fighter cast can break apart cars overtime with multiple hits[80])
Durability: Wall level (Can take hits from the likes of Cody, Guy, & Mike Haggar[81], along with having a larger health bar then the average enemy[82]. He can also take direct weapon attacks from them[83]. Superior to basic grunts, who can take being thrown through a telephone booth[84]) | Room level | At most City level
Striking Strength: Wall Class (Buster) | Room Class (Potency) | At most City Class (Potency)
Lifting Strength: Class 50 (Hugo can lift a semi-truck[85]. Final Fight characters can break out of being handcuffed[86]) | Class 50 | Class 50
Travel Speed: At least Superhuman (Comparable to the street fighter cast, where all fighters create afterimages when using their super combos[87]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[88]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[89]) | At least Superhuman | At least Superhuman
Attack Speed: Transonic | Transonic | Transonic
Reaction Speed: Transonic (Comparable to the Street Fighter cast, who can react to a sonic boom attack from Guile[90], even during the Alpha series[91]) | Transonic | Transonic
Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[92]. Final Fight characters can fight through repeated gauntlets of enemies across Metro City without showing any signs of tiring[93]. Final Fight characters can recover and keep fighting even after their entire body was set on fire[94]. Can keep fighting even after having his entire body set on fire[95]. Repeatedly fights against Cody, Guy, and Mike Haggar, even after being defeated, he comes back[96] and continues fighting[97]. Can go through intense battles and long periods of training)
Range: Standard Melee, Extended Melee with Weapons, Hundreds of Meters with Firearms
Intelligence: Below Average Intelligence (Noted by Poison that Hugo has the smarts of a potato[98])
At least Master level (Fought Street Fighter III Era Ryu where the conditions were if Hugo won, Ryu would need to join his wrestling team[99], and Ryu is seen apart of the team at the end of Hugo's arcade[100]. He also defeated the likes of Gill, Makoto, Ken Masters, etcetera)
Powers and Techniques
- Superhuman Physical Characteristics
- Superhuman Strength (It's noted by the fighters against a Rookie Ryu the strength he has, but telling him to never forget there's many guys like him all over the world[101]. Even with Ryu earning the distinction of "King of the Hill" at the end of Street Fighter 1, it was noted he has no time to rest on his glory for there is always someone waiting in line to knock him off the top[102]. Fighters are capable of breaking stone tiles[103], punching apart wooden planks[104], cut bottles with their hands[105], cut diamond in half[106], cut wooden planks with spikes in half[107], can break apart trucks[108], miniature cars[109], etcetera)
- Superhuman Durability
- Superhuman Speed
- Superhuman Reaction
- Superhuman Lifting
- Superhuman Energy Efficiency
- Acrobatics (All fighters can jump above the average human, even those with bulky builds[110]. All fighters can utilize the high jump, allowing them to jump higher than a regular jump[111])
- Martial Arts (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments[112])
- Accelerated Development
- Training & Battle
- Physical Stats: There is no limit to human strength, they can keep training and surpassing their peaks[113]. Every Street Fighter character through battle gained an insight into their strength and exceeds their limitations[114]. Fighters notably train and increase their powers while taking a world tour of street fighting arenas and stages[115]. Fighters get stronger as they learn various and more powerful techniques[116]. Noted that a good fighter learns constantly, learning during the fight ways to defeat their opponent[117]. Fighters have improved their techniques to where their perfect parries[118], slow down their perceptions[119].
- Training & Battle
- Staggering (Fighters through hits can sometimes inflict the stun status on characters[120])
- Second Wind (Fighters can get back up and fight for a second round even after their health is depleted[121])
- Stun Recovery
- Physical Stun Recovery: All fighters can recover from dizziness faster than normal through rapidly pressing the buttons[122].
- Counter (Fighters are able to perfectly counter attacks and projectiles to send them flying back[123]. Fighter's are able to utilize Alpha Counters, which are able to be performed after blocking an attack from their opponent[124]. With the Parrying mechanic, allows the fighter to parry an opponent's attack and counter with their own[125]. Counter Hits make the opponent take longer to recover from the damage[126].)
- Aerial Recovery (Fighter's are able to use defensive fall to reduce the damage from throws and safely fall to the ground[128]. Fighter's are able to use Quick Standing, a move that let's them recover the moment an opponents knocks or throws them up into the air[129])
- Perfect Guard (Fighters are able to consecutively perfect guard attacks, completely nullifying any potential damage taken[130]. A Perfect Parry is the Result of performing a Drive Parry the moment an opponent's attack hits them[131])
- Autopilot (Fighters can auto guard attacks unless they are attacking, though they can only do this a limited number of times per round[132])
- Damage Reduction (With the counter move "Damage Reduction", fighters reduce damage when they are under attack or blocking[133])
- Guard Break (Fighters can perform a Guard Crush, which breaks one's Guard Power Gauge[134]. Fighter's can perform Drive Impacts to break a cornered opponent's block[135])
- Restoration (A successful drive parry will replenish a fighter's drive gauge[136]. Fighters can be poisoned[137] and can eventually recover from it[138])
- Impact Resistance
- Standard Impact Resistance: All fighters are able to withstand long falls and landing on their knees, even from tall buildings[139].
- Limit Break
- Nullification
- Afterimage Creation (All fighters create afterimages when using their super combos[143])
- Freedom of Manifestation (Fighters in Street Fighter can have their destiny wide open to them[144])
- Acausality
- Statistics Boost (With EX Special moves, allows the fighter to use special moves that are further powered up versions of their normal special moves[146])
- Empowerment (Noted by Lily that a fighters strength is based off how much they believe, if they don't believe they won't get any stronger[147], if they believe in themself, they can find the immeasurable strength within and always get stronger[148])
- Absorption & Healing (The Drive Impact has it where a fighter can absorb up to any two attacks from the opponent and can break through any attack[149])
- Purification (Fighters are able to snap out others from M. Bison's Psycho Power for a short time[150])
- Dormant Power Reservoir (All fighters have the dormant energy to power M. Bison's ship to destroy an entire city[151])
- Drawn By Fate (It's noted by Karin that powerful forces attract like magnets[152], with Zangief randomly appearing being noted by Karin to be a "twist of fate" and "destiny calling"[153], essentially meaning all fighters are drawn in some way to fight each other, whether it be for simple sportsmanship, a battle to the death, a fight to understand each other better, etcetera. Rose notes that fights are apart of fate's flow, meaning her victory is guided by a divine providence[154])
- Chi Manipulation (All Fighters utilize "Ki" as their primary energy source[155])
- Aura
- Extrasensory Perception (Ki users are able[156] to sense[157] the Ki[158] of others[159])
- Statistics Boost (With Focus Attacks, unleashes a powerful chi boosted attack that is far above their regular attacks[160])
- Charged Attack (Focus attacks charge up to three different attack levels[161])
- Super Armor (While charging focus attacks, the fighters gain Hyper Armor[162], allowing them to absorb an opponent's attack and rather then take direct damage, the section of their vitality gauge will change color and regenerate overtime[163])
- Status Effect Inducement (Focus Attacks induce the crumple status effect[164], when an opponent crumples, they are rendered totally defenseless as they fall to the floor[165])
- Nullification
- Armor Nullification: At level 3, focus attacks have Armor Break properties[166].
- Unblockable Attack (At level 3, focus attacks are unblockable[167])
- Willpower Manipulation (The training of "Chi" invovles 3 layers and 9 steps, soldifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate poin, in other words, a fighter is focusing all of their determination into one point of their body[168])
- Perception Manipulation (With V-Shift Break, if a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion, while in this state, the character-specific counterattack (V-Shift Break) can be used[169])
- Limited Fate Manipulation (All fighters if trained to know fate would be battling with the future itself[170]. Fighters are noted to have no use for fortune telling as they forget their own destiny[171]. It's also noted by Rose that fighters still have a chance to change their destiny[172]. Rose notes that fights are apart of fate's flow, meaning her victory is guided by a divine providence[173]. It's noted by M. Bison that to resist and change one's fate is what comes from true power[174]).
- Resistance to
- Cold Temperatures (Fighters can[175], fight in[176], snowy areas[177] regardless of the environment[178] without facing any adverse effects)
- Extreme Heats (Fighters can[179], fight in hot and volcanic levels[180] without any adverse effects)
- Fire Manipulation (Fighters can recover from being lit completely on fire, continuing the match[181])
- Ice Manipulation (Fighters can break out of being frozen solid[182])
- Electricity Manipulation (Characters can take hits from Blanka's electricity and keep fighting[183], and can take hits from C. Viper's electricity[184])
- Mind Manipulation, Madness Manipulation & Corruption (Fighters are unaffected by[185] the effects of the black moon[186], where sadness, chaos, fear, hatred, and despair are all the extreme negative emotions the moons can bring out[187]. M. Bison needs the fighter's guards to be down in order to affect them with his psycho power[188], with it being referred to as "madness"[189])
- Poison Manipulation (Fighters only take slowly draining damage from F.A.N.G's poisons[190] and can eventually recover from it[191], where his venom is supposed to act faster then an electric shock[192])
- Soul Manipulation (Fighters are able to fight against Necalli and escape from him if they're weaker, being directly shown in his arcade mode that he needs to overpower and surprise attack them first in order to devour their soul[193], where it's noted that Necalli is constantly surrounded by a noxious gas that pollutes the souls of whatever it comes into contact, and once it happens, the infected people become like Necalli and seek the souls of other strong fighters[194])
- Spatial Manipulation (Fighters are able to punch through areas with distorted space around them[195])
- Fate Manipulation (Rose notes that fights are apart of fate's flow, meaning her victory is guided by a divine providence[196], yet fighters are noted to have no use for fortune telling as they forget their own destiny[197], and it's also noted by Rose that fighters still have a chance to change their destiny[198]. It's noted by M. Bison that to resist and change one's fate is what comes from true power[199])
- Weapon Mastery
- Knife Mastery: Can pick up and wield knives in battle[200].
- Sword Mastery: Can pick up and wield swords in battle[201].
- Pipe Mastery: Can pick up and[202] wield pipes in battle[203].
- Firearm Mastery: Can pick up and use firearms in combat[204].
- Size Manipulation (Can increase the size of his arm with his super[205])
- Vibration Manipulation (Jumps and causes a massive vibration shockwave that causes explosives to fall[206]. With Giant Palm Breaker, causes the entire area to shake from a clap from his hands[207])
In Final Fight as they bash their way through the streets of the city, they can collect power-up items which are concealed inside wooden crates, metal drums and other objects, they can either find weapons such as knives, pipes and swords to use in battle or they can collect healing items[210]:
- Penetration Damage
- Physical Penetration: Can pick up sharp penetrating weapons such as knives and swords[211].
- Healing (With Barbecue, refills entire strength meter[212]. With Pizza, refills half of the strength meter[213]. With Hamburger, refills half of the strength meter[214]. With Curry, refills half of the strength meter[215]. With Banana, refills one-fourth of the strength meter[216]. With Apple, refills one-fourth of the strength meter[217]. With Grapes, refills one-fourth of the strength meter[218]. With Soda, refills one-ninth of the strength meter[219]. With Vitamins, refills one-ninth of the strength meter[220]. With Gum, refills one-ninth of the strength meter[221])
- Fire Manipulation (Can pick up flamethrowers and shoot out fire)
- Explosion Manipulation (Can pick up RPGs off the ground and shoot out explosive projectiles[222]. Can pick up and throw explosives such as grenades[223])
- Ice Manipulation (Can pick up freeze guns off the ground and shoot projectiles that freeze the opponent[224])
- Electricity Manipulation (Can pick up stun guns off the ground and shoot out electrical projectiles[225])
Equipment
Weapons
| Weapon | Description | Usage | Game Debut |
|---|---|---|---|
| Knife | A bladed weapon found in stages. | Can be picked up and used for close-range attacks. | Final Fight |
| Pipe | A metal blunt weapon found in stages. | Can be picked up and swung to strike enemies. | Final Fight |
| Sword | A long bladed weapon found in stages. | Can be picked up and used for slashing attacks. | Final Fight |
| Stick | A stick that can be punched off of Rolento's person. Rolento's default weapon. | Can be picked up and used for close-ranged attacks. | Final Fight Revenge |
| Police Stick | A police stick that can be punched off of Edi. E. Edi. E's default weapon. | Can be picked up and used for close-ranged attacks. | Final Fight Revenge |
| Nyoi-Bo | A weapon that can be found on the ground in stages. | Can be picked up and used for close-ranged attacks. Slightly stronger than Rolento's Stick. Disappears after 10 successful hits. | Final Fight Revenge |
| Chainsaw | A chainsaw that can be found on the ground in stages. | Can be picked up and used for close-ranged attacks. | Final Fight Revenge |
| War Hammer | A war hammer that can be found on the ground in stages. | Can be picked up and used for close-ranged attacks. Can Stun an Opponent in 3 Hits. Disappears after around 10 successful hits. | Final Fight Revenge |
| Spiked Knuckles | Spiked Knuckles that can be found on the ground in stages. | Can be picked up and used for close-ranged piercing attacks. The spiked knuckles also slightly improves punching power. | Final Fight Revenge |
| Poison Claws | Poison Claws that can be found on the ground in stages. | Can be picked up and used for close-ranged piercing attacks. Poison gains an extra hit to the Cat Claw Special Move as well as increased punch damage when using these. | Final Fight Revenge |
| Hand Grenades | Hand Grenades that can be found on the ground in stages. | Can be picked up and sued for explosive attacks. Explodes on impact or after 2 seconds. | Final Fight Revenge |
| Bow Gun | A bow gun that can be found on the ground in stages. | Can be picked up and used for long range attacks. | Final Fight Revenge |
| Pistol | A pistol that can be found on the ground in stages. | Can be picked up and used for long ranged attacks. Has up to 8 shots. | Final Fight Revenge |
| Shotgun | A shotgun that can be found on the ground in stages. | Can be picked up and used to shoot out three projectiles at once. Has up to 10 shots. | Final Fight Revenge |
| Machine Gun | A Machine Gun that can be found on the ground in stages. | Can be picked up and used to shoot out over 48 shots. | Final Fight Revenge |
| Rifle | A rifle that can be found on the ground in stages. | Can be picked up and used to fire high-powered shots one at a time. Has up to 16 shots. | Final Fight Revenge |
| Freeze Gun | A freeze gun that can be found on the ground in stages. | Can be picked up and used to freeze opponents. Has up to 16 shots. | Final Fight Revenge |
| Stun Gun | A stun gun that can be found on the ground in stages. | Can be picked up and used to fire a ball of electricity, which knocks down opponents. Has up to 10 shots. | Final Fight Revenge |
| RPG | An RPG that can be found on the ground in stages. | Can be picked up and used to shoot out an explosive missile. Has up to 8 shots. | Final Fight Revenge |
| Flamethrower | A flamethrower that can be found on the ground in stages. | Can be picked up and used to shoot out fire to burn a target. Has up to 32 shots | Final Fight Revenge |
Food Items
| Item | Effect |
|---|---|
| Barbecue | Refills the entire strength meter. |
| Pizza | Refills half of the strength meter. |
| Hamburger | Refills half of the strength meter. |
| Curry | Refills half of the strength meter. |
| Banana | Refills 1/4 of the strength meter. |
| Apple | Refills 1/4 of the strength meter. |
| Grapes | Refills 1/4 of the strength meter. |
| Soda | Refills 1/9 of the strength meter. |
| Vitamins | Refills 1/9 of the strength meter. |
| Gum | Refills 1/9 of the strength meter. |
Bonus Point Items
| Item | Points |
|---|---|
| Diamond | 10,000 pts. |
| Gold Bar | 10,000 pts. |
| Necklace | 5,000 pts. |
| Ring | 5,000 pts. |
| Money | 3,000 pts. |
| Dime | 3,000 pts. |
| Radio | 1,000 pts. |
| Hat | 1,000 pts. |
| Hammer | 1,000 pts. |
Notable Techniques
Dash
Press control pad left or right twice quickly.
Dash Attack
Dash, then press attack button. For characters like Guy & Lucia, continue to press attack button for multi-hit combinations.
Back Dash
Hold L or R button (default). Then press control pad twice quickly in opposite direction.
Jumping Dash Attack
Dash, then jump. While in air, press Y button.
Jump Kick
Jump, then while in air press Y button.
Reverse Grab
Grab an opponent, then press control pad down and Y button simultaneously. They will then flip the hold on the enemy.
Hold Direction
Hold the L or R buttons to keep facing the same direction as the fighter moves across the screen, allowing them to walk backwards.Super Combo Level Gauge
Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.
When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.
Alpha Counter
←↙↓ + any Punch button
When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.
Block/Air Block
Press Directional Button away from opponent. Fighters can even block in mid-air.
Grab/Throw
Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.
Recovery/Escape
Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.
Defensive Fall
Through using the above throw command to reduce damage from throws where the character safely falls to the ground.
Avoid Being Floored
When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.
Taunt

Avoid Being Floored


Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.
Block/Air Block
When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.
Alpha Counter


When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.
Defensive Fall
When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.
Throwing/Gripping
Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.
Taunting

To do some serious trash talking, press SELECT.
Recovering/Breaking Free
If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.Super Combo
The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.
- X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
- A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.
Custom Combo

Custom Combos are available with V-Ism characters only.
When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.
- During a Custom Combo, shadow images follow the fighter and attack in the same way.
- Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
- Fighters cannot block during a Custom Combo.
- If the fighter takes damage, the Custom Combo ends.
Alpha Counter
When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength
This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.
Block
- Standing Block: Press → or ← away from opponent
- Air Block: Press → or ← away from opponents (A and V Isms only)
- Croucing Block: Press ↙ or ↘ away from opponent.
Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).
Defensive Fall
When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).
Use a defense fall to avoid an opponent's additional attacks.
Defensive Roll
When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).
Throw, Escape
→ or ← + 2 Punch or Kick buttons simultaneously.
This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.
Damage Reduction
Press the Directional buttons, Punch or Kick buttons rapidly.
This counter move reduces the damage when the fighter is under attack or blocking.
Guard Crash
The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.Punch
There are three basic punches:
Light Punch (JAB)
Press the Y button. The jab is very quick, but does little damage.
Medium Punch (STRONG)
Press the X button. The strong punch does a fair amount of damage.
Hard Punch (FIERCE)
Press the L button. The fierce punch does a large amount of damage, but is slow.
Kick
There are three basic kicks:
Light Kick (SHORT)
Press the B button. The short kick is very quick, but does very little damage.
Medium Kick (FORWARD)
Press the A button. The forward kick is strong and is fairly quick.
Hard Kick (ROUNDHOUSE)
Press the R button. This roundhouse kick is powerful, but very slow.
Close Attacks
Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.
Throws
Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.
- Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.
Holds
Holds allow fighters to grab an opponent and then hit or bite them again and again.
- Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.
Special Moves
Each character has developed his or her own special moves for use in combat.Regular Moves
Press a Punch (P) or Kick (K) button.
Special Moves
Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.
Block
- Upper block: ←
- Lower block: ↙
Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.
High Jump
↓↑ Jump higher than a regular jump.
Dash
→→ or ←←
Parrying

- Standing parry: → (toward opponent)
- Crouching blocking parry: ↓
Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.
Quick Standing
↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.
Dizzy Recovery
All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.
Throw & Grapple
LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.
Leap Attack
MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.
Personal Action
HP + HK simultaneously Each character has an individual Personal Action with a unique effect.
Super Art
Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.
EX Special Move
2P or 2K buttons
When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.Normal Moves
Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.
Special Moves
Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.
Block

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.
Dash

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.
Stun Recovery
If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.
Throws and Throw Escapes

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".
Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.
Recovery

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.
Some attacks, such as throws, do not allow a recovery to be performed after them.
Personal Action
While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.
Focus Attack
Performing

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.
Hyper Armor

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.
Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.
Levels
There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.
| Levels | ||
|---|---|---|
| Attack Level | Main Benefits of Focus Attack performed | |
| Level 1 |
| |
| Level 2 |
| |
| Level 3 (Keep holding until performed) |
| |
When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.
The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.
Super Combo
Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.
Super Cancel
Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.
EX Special Moves

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.
EX Focus

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.
Ultra Combo

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.
Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.Normal Attacks
Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.
Special Moves
Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.
EX Special moves
These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.
Guarding
Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.
V-Skill

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.
V-Trigger

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.
V-Reversal

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.
- Whether the fighter need to press punch or kick button depends on the fighter.
V-Shift

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.
V-Shift Break

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.
Throws and Throw Escapes

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.
Recovery

Movement[226]
Walking
Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.
Dashing
Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.
Jumping
Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.
Normal Attacks[227]
Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.
Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.
Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.
Blocking[228]
There are two kinds of blocks: Standing Blocks and Crouching Blocks.
- Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
- Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.
Throws[229]
When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.
Throw Escape
If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.
Special Moves[230]
Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.
Super Arts[231]
Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.
The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.
The Drive Gauge[232]
All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.
Drive Impact

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.
Drive Parry
This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.
Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.
While Drive Parries are powerful, they can't defend against throws.
Perfect Parry
A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.Body Press
Hugo leaps into the air, spreads his body outward, and crashes down onto the opponent.
Hammer Hook
Hugo delivers a powerful hook punch with his left arm.
Leap Attack
Hugo performs a short jumping knee strike.
Storm Slap
Hugo swings his arms outward, releasing a strong gust of wind.
Heavy Ankle Kick
Hugo performs a high frontal kick and brings his heel down onto the opponent.
Ultra Heavy Elbow
Hugo drives his elbow down onto the opponent’s head, causing them to crumple.
Focus Attack
Hugo charges a heavy slap that causes the opponent to crumple on impact.
Neck Hanging Tree
Hugo grabs the opponent by the neck with both hands, lifts them off the ground, chokes them repeatedly, and throws them away.
Body Slam
Hugo lifts the opponent and slams them down onto the ground.
Moonsault Press
Hugo grabs the opponent, rises into the air while spinning, positions them beneath himself, and crashes down onto them. The EX version executes faster.
Giant Palm Bomber
Hugo claps his hands together with tremendous force, striking the opponent and destroying incoming projectiles. The EX version is faster and stronger.
Ultra Throw
Hugo throws the opponent against a wall, causing them to bounce back and remain vulnerable. The EX version deals greater damage.
Shootdown Backbreaker
Hugo jumps upward to grab an airborne opponent, then falls and drives them down into an Argentine Backbreaker. The EX version is faster.
Monster Lariat
Hugo rushes forward and swings his arm to knock the opponent down. The EX version allows him to power through normal attacks.
Meat Squasher
Hugo charges forward to grab the opponent, carries them to the edge of the battlefield, and crushes them against the wall. The EX version allows him to power through normal attacks.
Diamond Body
Hugo stiffens his body to nullify damage from an incoming normal attack.
Gigant Body
After Diamond Body, Hugo thrusts his chest forward to knock the opponent down. The EX version is stronger.
Reflect Body
Hugo reflects incoming projectiles by striking them with Gigant Body.
Dora Kick
Hugo leaps forward with a dropkick. The move can be charged to increase damage.
Victory Column
Hugo thrusts his palm upward to strike airborne opponents. The EX version is faster and stronger.
Hammer Mountain
Hugo rushes forward and performs a sequence of attacks consisting of Monster Lariat, Hammer Hook, Ultra Heavy Elbow, Gigant Body, and Giant Palm Bomber.
Gigas Breaker
Hugo grabs the opponent, performs two Shootdown Backbreakers, and finishes with a Moonsault Press.
Megaton Press
Hugo catches an airborne opponent, spins upward with them, throws them head-first downward, and crashes onto them from above.
Throws
- Choke Hold: Forward or Back + HP
- Hopping Piledriver: Forward or Back + HK
- Choke Slam: Forward or Back + HK (during Choke Hold)
Additional Attacks
- Overhead Chop: Forward + WP
- Thunder Clap: Forward + HP
- Booty Call: Forward + WK
- Cossack Wannabe: Down-Forward + HK
- Butt Rush: Down + HK (Mid-Air)
Weapon Techniques
Stick, Sword, or Chainsaw
- Overhead Slap: Forward + WP
- Toe Poke: Forward + WK
- Knee Capper: Down-Forward + WP
Knife
- Gutting Knife: Forward + WP
- Shin Stab: Forward + WK
- Crouching Shin Stab: Down-Forward + WP
Special Moves
- Giant Chain: Half-Circle Back + Punch
- Giant Attack: Half-Circle Forward + Punch
- Giant Hip Drop: Dragon Punch Motion + Kick
- Giant Slam: 360° + Punch
Super Moves
- Giant Grab: Quarter-Circle Forward, Quarter-Circle Forward + Punch, then Punch (near opponent)
- Giant Meteo: Quarter-Circle Forward, Quarter-Circle Forward + Kick
SPECIAL MOVES
Giant Palm Bomber
↓↙← + P [EX]
Somersault Press
360° motion + P
Shootdown Backbreaker
↓↘→ + K
Monster Lariat
↓↘→ + K [EX]
Ultra Throw
→↓↘ + K
Meat Squasher
360° motion + K
SUPER ARTS
I. Gigas Breaker
360° motion twice + P
II. Megaton Press
↓↘→ ↓↘→ + K
III. Hammer Mountain
↓↘→ ↓↘→ + P
Other
Standard Tactics: Hugo will employ grapples and strong attacks on his opponents, and whatever spare weapons are on the floor.
Weaknesses
- Standard Fighter Weaknesses: Alpha Counters consume 1 level on a fighter's Super Combo gauge[233]. Focus Attacks hyper armor absrobs an opponent's attack and allows the fighter to regenerate the damage, however if the fighter is damaged while the recovery is in process, they will lose the remaining section and can no longer have it be recovered[234]. Fighters cannot move or jump during a Focus Attack[235]. When the Drive Gauge is completely empty, the fighter will enter Burnout and won't be able to use any Drive system techniques until it's fully recovered[236].
- Unique Weaknesses: Is not very smart.
Note
- While some of the scans in the Final Fight games showcases Hugo's brothers instead of Hugo himself, they are coded with the exact same health in movesets, thus anything they can do he can replicate.
Explanations
The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[237]
| Abbreviations | |||||||||||||||||
| |||||||||||||||||
The following messages will appear on screen when certain conditions are fufilled, an example can be found here[238] and here[239]
| Bonus Messages | |||||||||||||||||
| |||||||||||||||||
Profiles
| Profiles |
Trivia
- Hugo likes Poison and potatoes[240].
- Hugo dislikes people who make fun of him[241].
- Hugo is the only common enemy to appear in every Final Fight game.
- In Street Fighter EX3, "Zako B" has a similar build to Hugo.
- Hugo and Q are both voiced by Len Carlson in Street Fighter III: 3rd Strike.
- His nervousness around steel pipes as weapons likely stems from their use in Final Fight as effective ranged weapons, especially against larger enemies. Ironically, the original arcade poster shows him failing to attack Cody with a steel pipe, lying on the floor bleeding after a hard punch.
- In New Generation, the beta version of Hugo had two prototype Super Arts: "Titan Riot" and "Hyper Knuckle". It is unknown what these moves would do, as Hugo could not perform them and their inputs did not align with the rest of the cast's moves.
- Although Hugo is a large character and not considered agile, he performs front flips similar to smaller characters during his second Ultra Combo when slowed down.
- Hugo has recently been noted to bear similarities to MMA fighter and professional wrestler Giant Silva.
Codex Statistics Questions
Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[242]?
A: Akuma's punch causes the island to start collapsing[243], and specifically causes an explosion of this size in comparisson to the island[244], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[245]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.
Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[246], which was calculated to be 8-B?
A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[247]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[248] and cause a jet plane to explode[249], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.
Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[250]?
A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.
Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[251]?
A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.
Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?
A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[252], his ending in Alpha 3 has him easily kill M. Bison[253]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[254], and ends up winning[255], and him calling the Raging Demon a pitifully weak move[256]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[257], while Groan only plays when he's fighting Gen or Evil Ryu[258], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.
Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?
A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[259]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.
Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?
A: While some statements[260] suggest it to be equal[261] in power to[262] Akuma, several[263] characters[264] note[265] that[266] it isn't[267], as strong[268] as the[269] real Akuma[270]. The real Akuma even considers SiRN Akuma a mockery[271]. C. Viper notes the simulation is only passable as a simulation[272].
Battle Records
2 - 3 - 0
- Cody Travers, Guy, & Mike Haggar - Multiple Fights during Final Fight (Arcade)
- Conditions: None.
- Location: Metro City
- Maki Genryusai, Mike Haggar, & Carlos - Multiple Fights during Final Fight 2 (Arcade)
- Conditions: None.
- Location: Metro City
- Guy, Mike Haggar, Lucia, & Dean - Multiple Fights during Final Fight 3 (Arcade)
- Conditions: None.
- Location: Metro City
None.
References
- ↑ Street Fighter V Website The Character Guides Character Guide 054: Hugo
- ↑ Street Fighter V Website The Character Guides Character Guide 054: Hugo
- ↑ Street Fighter V Website The Character Guides Character Guide 054: Hugo
- ↑ Street Fighter Memorial Archives Beyond the World
- ↑ Street Fighter Memorial Archives Beyond the World
- ↑ Street Fighter V Website The Character Guides Character Guide 054: Hugo
- ↑ Street Fighter V Website The Character Guides Character Guide 054: Hugo
- ↑ Street Fighter V Website The Character Guides Character Guide 054: Hugo
- ↑ Street Fighter Memorial Archives Beyond the World
- ↑ Street Fighter Memorial Archives Beyond the World
- ↑ Street Fighter V Website The Character Guides Character Guide 054: Hugo
- ↑ Street Fighter V Website The Character Guides Character Guide 054: Hugo
- ↑ Street Fighter V Website The Character Guides Character Guide 054: Hugo
- ↑ Street Fighter V Website The Character Guides Character Guide 054: Hugo
- ↑ Street Fighter V Website The Character Guides Character Guide 054: Hugo
- ↑ Street Fighter V Website The Character Guides Character Guide 054: Hugo
- ↑ Street Fighter V Website The Character Guides Character Guide 054: Hugo
- ↑ Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
- ↑ Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
- ↑ Street Fighter Alpha 3 Game Manual Page 8
- ↑ Street Fighter VI Trainng Tutorial
- ↑ Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Final Fight (Arcade)
- ↑ Final Fight Revenge Andore Intro
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight 2 (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight 3 (Arcade)
- ↑ Final Fight 3 (Arcade)
- ↑ Final Fight 3 (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade) Damno Boss
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Ultra Street Fighter Hugo Arcade Mode
- ↑ Ultra Street Fighter IV Hugo Arcade Ending
- ↑ Street Fighter 1987
- ↑ Street Fighter 1987
- ↑ Street Fighter II: The World Warrior Car Minigame
- ↑ Street Fighter IV: Arcade Edition Car Minigame
- ↑ Street Fighter II
- ↑ Street Fighter II Turbo 16-Bit
- ↑ Street Fighter II
- ↑ Street Fighter II: The World Warrior Car Minigame
- ↑ Street Fighter IV: Arcade Edition Car Minigame
- ↑ Street Fighter II
- ↑ Street Fighter II Turbo 16-Bit
- ↑ Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
- ↑ Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
- ↑ Street Fighter II
- ↑ Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
- ↑ Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
- ↑ Street Fighter Alpha 2 Ryu Arcade Mode Playthrough
- ↑ Street Fighter Alpha 2 Adon Arcade Mode Playthrough
- ↑ Street Fighter Alpha 2 Birdie Arace Mode Playthrough
- ↑ Street Fighter IV: Arcade Edition
- ↑ Street Fighter V: Arcade Edition
- ↑ Street Fighter III: 3rd Strike Hugo Arcade
- ↑ Street Fighter III: 3rd Strike Hugo Arcade Ending
- ↑ Street Fighter IV: The Ties That Bind
- ↑ Street Fighter IV: The Ties That Bind
- ↑ Street Fighter VI Akuma Story
- ↑ Street Fighter Alpha 2
- ↑ Street Fighter V Akuma Story
- ↑ Ultra Street Fighter IV Akuma Ending
- ↑ Street Fighter III 3rd Strike: Fight for the Future Car Minigame
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Ultra Street Fighter IV Hugo Cutscenes
- ↑ Final Fight Revenge
- ↑ Street Fighter Alpha Super Combos
- ↑ Street Fighter IV Dan Ending
- ↑ Street Fighter Alpha 3 - Sagat Story
- ↑ Street Fighter 2: Champion Edition
- ↑ Street Fighter Alpha 3 Guile's Sonic Boom
- ↑ Street Fighter 2: Turbo Game Manual Page 10
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade) Rolento Boss
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Ultra Street Fighter IV Hugo Arcade Ending
- ↑ Street Fighter III: 3rd Strike Hugo Arcade
- ↑ Street Fighter III: 3rd Strike Hugo Arcade Ending
- ↑ Street Fighter 1 Fighter Defeated Cutscene
- ↑ Street Fighter 1 Ending
- ↑ Street Fighter 1 Minigame
- ↑ Street Fighter 1 Minigame
- ↑ Street Fighter VI Karate Minigame
- ↑ Street Fighter VI Karate Minigame
- ↑ Street Fighter VI Karate Minigame
- ↑ Street Fighter VI Scrap Heap Minigame
- ↑ Street Fighter VI Scrap Heap 2 Minigame
- ↑ Street Fighter 6 All Jump Animations
- ↑ Street Fighter III 3rd Strike Game Manual Page 14
- ↑ Street Fighter 2: Turbo Game Manual Page 10
- ↑ Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
- ↑ Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
- ↑ Street Fighter Alpha 3 Game Manual Page 8
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
- ↑ Street Fighter V Perfect Parry
- ↑ Street Fighter 6 Perfect Parry
- ↑ Street Fighter V Stun Animation
- ↑ Street Fighter Series
- ↑ Street Fighter III 3rd Impact Game Manual Page 15
- ↑ Street Fighter VI Ball Block Blitz
- ↑ Street Fighter Alpha Game Manual page 4
- ↑ Street Fighter III 3rd Impact Game Manual Page 14
- ↑ Street Fighter IV Game Manual Page 12
- ↑ Street Fighter 6 Perfect Parry
- ↑ Street Fighter Alpha Game Manual page 4
- ↑ Street Fighter III 3rd Strike Game Manual Page 15
- ↑ Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter Alpha Game Manual page 7
- ↑ Street Fighter Alpha 3 Game Manual Page 12
- ↑ Street Fighter Alpha 3 Game Manual Page 12
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter 6 World Tour Kimberly Cutscenes
- ↑ Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
- ↑ Street Fighter 6 World Tour Akuma Mastery
- ↑ Street Fighter IV Game Manual Page 12
- ↑ Street Fighter Alpha Super Combos
- ↑ Ultra Street Fighter IV Rose vs Abel Rose Winquote
- ↑ Ultra Street Fighter IV Rose vs Cammy Rose Winquote
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Street Fighter 6 World Tour Lily Hawk Cutscenes
- ↑ Street Fighter 6 World Tour Lily Hawk Cutscenes
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter V Movie: A Shadow Falls
- ↑ Street Fighter Alpha 3 Game Over/Bad Ending
- ↑ Street Fighter V Karin Story
- ↑ Street Fighter V Karin Story
- ↑ Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
- ↑ Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Super Street Fighter IV - Juri OVA
- ↑ Street Fighter IV Game Manual Page 15
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Ultra Street Fighter IV Ryu Move List
- ↑ Street Fighter IV Game Manual Page 15
- ↑ Ultra Street Fighter IV Ryu Move List
- ↑ Street Fighter IV Game Manual Pages 15-16
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Sakura Ganbaru!, Volume 1, Chapter 1
- ↑ Street Fighter V Official Online Manual
- ↑ Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
- ↑ Ultra Street Fighter IV Rose vs Guile Rose Winquote
- ↑ Ultra Street Fighter IV Rose vs Seth Rose Winquote
- ↑ Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
- ↑ Street Fighter V Menat Story Ending
- ↑ Winter Street, U.S.A. | Street Fighter III: New Generation
- ↑ Graffiti Alley, U.S.A. | Street Fighter III: New Generation
- ↑ Frosty Boulevard | Street Fighter V
- ↑ Holly Jolly Beatdown | Street Fighter V
- ↑ Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
- ↑ Volcanic Rim | Street Fighter IV
- ↑ Street Fighter III: 2nd Impact Akuma Move List
- ↑ Street Fighter V Kolin's Crtical Art
- ↑ Street Fighter Blanka Electricity
- ↑ Ultra Street Fighter IV C. Viper vs Dan
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V: A Shadow Falls
- ↑ Street Fighter V Movie: A Shadow Falls
- ↑ Street Fighter V Movie: A Shadow Falls
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter V F.A.N.G. Gameplay
- ↑ Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
- ↑ Street Fighter V Necalli Story Mode
- ↑ Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
- ↑ Street Fighter VI Akuma Moveset
- ↑ Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
- ↑ Ultra Street Fighter IV Rose vs Guile Rose Winquote
- ↑ Ultra Street Fighter IV Rose vs Seth Rose Winquote
- ↑ Street Fighter V Menat Story Ending
- ↑ Final Fight (Arcade)
- ↑ Final Fight (USA) Game Manual Page 9
- ↑ Final Fight (USA) Game Manual Page 9
- ↑ Final Fight (Arcade)
- ↑ Final Fight Revenge
- ↑ Final Fight Revenge Andore Super Attack
- ↑ Final Fight Revenge Andore Super Attack
- ↑ Street Fighter III: 3rd Strike Hugo Move List
- ↑ Final Fight (Arcade)
- ↑ Final Fight (Arcade)
- ↑ Final Fight (USA) Game Manual Page 9
- ↑ Final Fight (USA) Game Manual Page 9
- ↑ Final Fight (USA) Game Manual Page 9
- ↑ Final Fight (USA) Game Manual Page 9
- ↑ Final Fight (USA) Game Manual Page 9
- ↑ Final Fight (USA) Game Manual Page 9
- ↑ Final Fight (USA) Game Manual Page 9
- ↑ Final Fight (USA) Game Manual Page 9
- ↑ Final Fight (USA) Game Manual Page 9
- ↑ Final Fight (USA) Game Manual Page 9
- ↑ Final Fight (USA) Game Manual Page 9
- ↑ Final Fight (USA) Game Manual Page 9
- ↑ Final Fight Revenge
- ↑ Final Fight Revenge
- ↑ Final Fight Revenge
- ↑ Final Fight Revenge
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter VI Training Tutorial
- ↑ Street Fighter Alpha Game Manual page 4
- ↑ Street Fighter IV Game Manual Page 15
- ↑ Street Fighter IV Game Manual Page 16
- ↑ Street Fighter 6 Online Manual
- ↑ Street Fighter III Third Impact Game Manual Page 18
- ↑ Street Fighter IV Game Manual Page 12
- ↑ Street Fighter VI Online Manual
- ↑ Street Fighter V Website The Character Guides Character Guide 054: Hugo
- ↑ Street Fighter V Website The Character Guides Character Guide 054: Hugo
- ↑ Street Fighter Alpha 2 Ryu Arcade Ending
- ↑ Street Fighter Alpha 2 Ryu Arcade Ending
- ↑ Street Fighter Alpha 2 Ryu Arcade Ending
- ↑ Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
- ↑ Street Fighter IV Aftermath
- ↑ Street Fighter 4 - Intro: Chun Li
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Super Street Fighter 4 Juri OVA
- ↑ Street Fighter V - E. Honda Arcade Mode Ending
- ↑ Final Fight Revenge Haggar Super Attack
- ↑ Super Street Fighter II Turbo - Shin Akuma Boss Fight
- ↑ Street Fighter Alpha 3 Akuma Ending
- ↑ Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
- ↑ Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
- ↑ Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
- ↑ Street Fighter Alpha 3 OST Feel the Cool
- ↑ Street Fighter Alpha 3 OST Groan
- ↑ Street Fighter Alpha 3 Game Over
- ↑ Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
- ↑ Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
- ↑ Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
- ↑ Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
- ↑ Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
- ↑ Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
- ↑ Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
- ↑ Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
- ↑ Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
- ↑ Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
- ↑ Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
- ↑ Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
- ↑ Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
- ↑ Ultra Street Fighter IV Hugo Arcade
- ↑ Street Fighter III: 3rd Strike Hugo Arcade




