SvC Chaos: SNK Vs Capcom/Hugo

From SuperCombo Wiki
ヒューゴー, Hugo
"I hold back for no one! I always bash full force!"
Difficulty Easy Gameplay, Hard Execution
Max Mode Needed? Essential
Tier Placement Pick Someone Else (F)
Standing Hitbox Huge
Crouching Hitbox Huge

Introduction

Hugofacesvc.png

Hugo, or also known as Andore in the Final Fight series, debuted in the first FF game as a common enemy type (along with Poison), later debuting in Street Fighter III: Second Impact as a playable character. As the only grappler in the entire game, Hugo is unique in that regard to how he plays, but it's also arguable that he's seen better days. As a massive target on a tiny screen in a game filled to the brim with powerful zoners, to say Hugo fights an uphill battle is an understatement. He packs some decent tech, so he shouldn't be slept on in the rare instance you fight a Hugo player, but if you wish to play him yourself, pull out a pen and paper and start taking notes on his matchups.

Strengths Weaknesses
  • Fun to play
  • The only grappler in the game
  • Can parry High/Low moves
  • Highest health in the game
  • 360 grab is really easy to land
  • Simple combos
  • Good range
  • Good mix of overheads
  • Can combo from special moves
  • Easy to perform Exceed
  • Has a 100% combo
  • Massive time investment to learn for almost zero reward in return
  • Demands matchup knowledge to do anything if the other player is better
  • HUGE character; tallest in the game
  • Slowest character in the game
  • Damage isn't threatening
  • Anti-airs are not 100% realiable against some characters
  • Air command move is hard to hit against crouching characters
  • Everything is unsafe
  • Taunt doesn't boost your stats
  • Super easy to cross up
  • Always needs GCFS
  • You will cry fighting zoners
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
  • Unfortunately, when doing attacks, the numbers dealt in damage do not match up with the mook. As an example, Geese's cl.C does 16 damage according to the mook, but against characters like Zero, it only does 14-15 damage, and very rarely it does 16 damage. Against Ryu, it does 12-13 damage at most. But against Orochi Iori, it also does 14-15 damage, and very rarely it does 16 damage. The mook does not explain how the numbers are obtained either, or against who they're tested against, if anyone. In other words, how these numbers were obtained if not through data mining is a mystery in itself, but it can be best assumed it was against 255 defense modifier characters, and at the max damage possible.
  • Lastly, moves like Geese cl.D, though it says 10x2 for the damage, which is true, damage scaling reduces total damage on the second hit. Max Mode also reduces damage dealt by roughly half at most.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Also assume that on soft knockdowns, the frame advantage is when the opponent does not tech roll. If needed, a second frame advantage will be added next to it for when they do tech roll.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS (18 frames), and that's a rough estimate of the frame advantage when GCFS is performed. Do keep in mind that GCFS technically has a slight delay when the dash is performed even if you register the input as early as possible.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
  • It would only matter in situations where the attacker can punish GCFS attempts like with throws or multi-hit attacks, but even then, that's because the attacker canceled the blocked attack into another attack that the frame advantage of the blocked attack after GCFS no longer matters in that situation. All that matters, then, is the attack is cancelable at all.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Moves List

Normal Moves

Close Normals

cl/st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is a great poke. It's fast, its reach is nice, you can rapid cancel it, but it whiffs against low crouching characters and cannot be normal canceled.

cl/st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This can be used as poke too, because it doesn't whiff on low crouching characters, but it cannot be normal/rapid canceled. Can be comboed after a s./cr.A too.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is a nice move. Why? It's an overhead normal. This can be Hugo's best move to use on the opponent's wakeup. It knocks down when it hits too. Cannot be normal canceled.

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A two-hit kick. Some players think that this is an overhead too, but it isn't. This can be hard to use in a match, and cannot be normal canceled, but it's great in Max Mode.

Far Normals

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • It's a slow punch, but I could use it as an early anti-air. It whiffs on low crouching characters and cannot be normal canceled.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • It's a Idou Drop Kick(See in the Command Moves section), but Hugo will go only a little forward. Its range is pretty good, it knocks down, and I don't know why, but this is an overhead(I don't know why because it whiffs against almost all crouching characters in the cast).

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is Hugo's best normal for combos. It's a s.A, but it has less reach, and can be normal(And super) canceled, and that's nice. Can be used as a poke too, but the s.A has better reach.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • It has the same properties as the s.B, but it hits low.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Strange headbutt that can be used as an anti-air. It knocks down, and cannot be normal canceled. I don't know if you'll need this move, because it can be unsafe if blocked.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A slower cr.B, but it knocks down the opponent.

Jumping Normals

(n)j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - - - - - - - -
  • Neutral/Diagonal Jumping Attack
  • Hugo extends his hand. This is a great air-to-air and as a jump-in to use on combos.(I don't know why, but it looks like Hugo comes to the ground quickly if he uses it when he is falling from a neutral jump, but I'm not sure about this.)

(n)j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - - - - - - - -
  • Neutral/Diagonal Jumping Attack
  • This is his best jump-in. Use it, and begin your combos with it. It's not that hard for Hugo to combo after this kick.

(n)j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - - - - - - - -
  • Neutral/Diagonal Jumping Attack
  • I could use this as an air-to-air, and only that. It's hard to use it as a jump-in.

(n)j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - - - - - - - -
  • Neutral/Diagonal Jumping Attack
  • Exactly the same as the above, but it's a kick.

Command Moves

All of Hugo's command normals are important to him, so don't forget to use them in several matchups.

Slap
f.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • A normal slap. It's a nice poke too, because it doesn't whiffs on low crouching characters. This is part of one of Hugo's most damaging combos but remember that this move cannot be normal canceled. It's nice to use in the Max Mode.

Hip Press
f.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is Hugo's cr.HK from SFIII. It's a funny overhead, but use it with caution, because the recovery is terrible.

Body Press
j.2C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is a great body splash. The damage is nice, and it can crossup the opponent. I don't know why, but it's hard to hit low crouching chars with this move.

Idou Drop Kick
(While far from opponent) b/f.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is Hugo's far st.HK, but you can control it. Just hold backwards/forward and press the D button. It has the same properties as the far st.D.

Joudan Blocking (High Parry)
f.AC
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is what you'll need to master if you want to main Hugo. Unlike in SFIII, you don't need to tap the command multiple times(And that's great), because this move has those autoguard properties. Remember that this move cannot save you from low hitting moves. You can cancel it after something hits Hugo(Continue reading for more details).

Gedan Blocking (Low Parry)
d.BD
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Same as the above, but it can autoguard only low moves. You'll need this in the match too. And this cannot save you from overhead moves.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Special Moves

Monster Lariat
qcf K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcf B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcf D - - Mid - - - - - - - - - - -
  • Hugo will run forward and knock the opponent down with a punch. Hugo can be punished with ease if this move is blocked/whiffs, so use with caution. In the D version, Hugo will run until he gets on the other side of the screen/if he touches the opponent.

Shootdown Backbreaker
dp K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp D - - Mid - - - - - - - - - - -
  • This is an anti-air grab. If the opponent jumps, try to hit him with this. This is a nice followup to the Ultra Throw. D version makes Hugo "float" for a longer time.

Giant Palm Bomber
qcb P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb C - - Mid - - - - - - - - - - -
  • This is a nice move for Hugo's combos. He claps, and, if this move wasn't blocked, followup with ANYTHING you have(Even his special grabs will connect after this move). You can connect the C version with the A version too.

Ultra Throw
hcb K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • You'll need this in the match. You need to know the special properties of this move too. Hugo grabs the opponent, Hugo will grab the enemy and toss them in the "wall". After the opponent hits the "wall", you can juggle the opponent with his QCF+K, DP+K, or his QCF(2x)+K Super. Do it on punish combos.

Moonsault Press
360 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Is like Gief's SPD. It's his most powerful special move, but the input is what you'll need to master. You can do the command after a jump.

Meat Squasher
360 K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Hugo runs and grabs the opponent before running to the other side to slam and get that damage. The range of this move is pretty good too, but don't try to aboose of this move, unless if you're against those turtlers.

Super Moves

Hammer Mountain
qcf x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • This is Hugo's SA3, as I can remember. Hugo will do an auto 5 hit combo after the input, don't worry, you can hold the button to delay this auto combo, but if you delay too much, the super will be used in vain. The third hit of this move acts as an overhead, so you can use this to aboose of those crouch-blocking ab00sers(Don't know what I said). If the overhead hits, the rest of the move will connect(And the damage is nice). You can use this to get out of the corner too.

Megaton Press
qcf x2 K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Hugo's anti-air Super(And SA2 in SFIII). It's a nice follow-up to his HCB+K if you need damage. Button pressed will define the distance traveled.

Exceed

{Icon-SNK|C}}

|caption= |name=Gigas Breaker |data=

! height="25px" |Damage

! Counter Dmg ! Guard ! G. Crush ! Stun ! Meter ! Cancel ! Startup ! Active ! Recovery ! Total ! Hit Adv ! Block Adv ! Invulnerability |-

| height="25px"| - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |- | colspan="15" style="text-align: left; vertical-align:top;" |

  • This is... AN AWESOME MOVE!!! Please, in SFIII, you needed to do an 720 motion, and here you don't need to do that, and that's so good! Oh, I think I don't need to say, but there are some combos with this too. It's hard to hit, so practice on how to use this move effectively, because it's extremely important to Hugo(And you can use it only one time in a match). Watch out for the input too, because you can get a Moonsaut Press accidentally(And lose your chance to do THAT damage), so be used to the 360 motion and Hugo's buttons if you really want to play him.

|-

}}

The Basics

Hugo's Gameplan
First, you'll need to master his parry system against the CPU/another player and the 360 motion. If you don't want to master those two, forget Hugo forever. But, Hugo has some other moves to use in the battle(offensively), like his long-range pokes(f+A and s./cr.A, for example), and his QCB+P(That clap, it's useful if you need to punish your opponent, but don't try use Hugo as a turtler, please). One more thing, Hugo can be slow, but he can travel in the screen with: his dash(You can cancel the dash by doing a s./cr.A, so you don't need to be scared), his DP+K(Good to use if you need to get out of the corner defensively), his run moves(like the QCF+K and the 360+K), and his Supers(He's fast in the QCF(2x)+P Super if you hold the button pressed, and for the anti-air super, you don't need to use it to travel, because the DP+K travels at the same distance as the Super in each versions).

Some Combos
Sadly, Hugo isn't so combo friendly(He can normal cancel only one normal move in his arsenal), but he has some useful ones. They aren't that hard, don't worry. If you know more possible combos, add them here.

1- QCB+C, QCB+A(Let's call it QCB+P punish, because you can't use it alone), followup with any combo listed below - 2 hits

You'll need to master this combo. It's important to do damage, but only on punish matters, because it's unsafe if blocked(Don't be a turtler, use his parry instead).

2- [QCB+P punish] cr.A, QCF+K - 2 hits; 4 with the punish

A simple and basic combo. You need to input the QCF+K right after the cr.A. Don't add a jump attack or another cr.A, because if you do that, the combo will not work.

3- [QCB+P punish] cr./s.A(5x)(You can alternate beetween them) - 5 hits; 7 with the punish

Use this if you need space. Simple to do. I don't know if it's possible to do more than 5 hits with this, it's only my record.

4- [QCB+P punish] cr.A, HCB+K, DP+K/QCB+K/QCF(2x)+K - 3 hits(The game won't recognize it as a combo, but the hits will connect); 5 with the punish

Those are the possible followups to the Ultra Throw, and yes, you can cancel the cr.A into the Ultra Throw(Very hard, but it's possible, but don't do it if you're having problems). The QCF(2x)+K is the most damaging, but use the other two if you need meter.

5- [QCB+P punish/Jump Attack] cr.A(2x), QCF(2x)+P - 7 hits; 8 with the jumping move, 9 with the punish

A tricky, but possible combo. The damage is nice too(And that's why the punish combo is important to Hugo).

6- QCB+C, QCB+A, 360+P/Exceed - 3/5 hits

Probably the only way to combo into Hugo's most damaging grabs and if you want to hard knockdown opponent also . If you want to combo with the Exceed, prepare yourself, because you'll see the opponent's lifebar falling down.

Advanced Strategy

Getting close to your opponent with your parry

This is a nice part of Hugo's anti-zoning game: His parry-and-cancel. You can cancel Hugo's parry animation with ease after a projectile, and remember that the High Parry statys for a longer time than the Low Parry, and we don't have low-hitting projectiles in this game(Take this, Sagat), and to cancel into his QCF+K(If you need, you can even punish some projectiles), and that's a good and effective way to begin your parry training with Hugo.

Some Combos(With Max Mode)

In Max Mode, Hugo is a beast. He can cancel powerful moves like his f.C, and his cl.D, for example. Now you'll see what he can do in his true form. I only know 3 combos, so if you know some more of them, you can add here.

1- f.C, QCF+K

A long range combo. Good to use if your opponent used a DP accidentally.

2- QCB+C, cl.D(2 hits), f+A, QCF+K

A tricky and good combo to begin. The damage is nice too(Hugo's damage IS nice). Watch out for the input after the f+A, because you can get a DP+K instead of a QCF+K.

3- QCB+C, f+A(You just need to link those two, now max cancel in...) QCB+C, QCB+A(Cancel again), f+A(max cancel), QCB+C, f+A ...(Do it again if you have meter)... QCB+C, QCB+A, Exceed

This is Hugo's 100%(or 200%) combo. It's extremely good to use in a match(Your opponent will be scared to face you again after you land this powerful combo). If you want to begin with something faster, like QCB+A(It's faster than the QCB+C), f+A(By max canceling), go ahead. You can need this, but don't try to land it everytime. If you don't have the Exceed anymore, you can do a HCB+K combo after the QCB+P link(Followup with the Super, but it's not a 100/200% combo).

Match-Ups

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