Street Fighter EX2+
Hokuto Information
Ver 1.2
Updated 7th January 2000
This document is Copyright Adam Tennant 1999.
All special and super move names made up by me.
:)

Feel free to use and distribute this FAQ for non-profit purposes, especially kicking peoples asses at EX2+.
If you use the info in here in another document, credit where credit is due please.

Version History
===============

Ver 1.0                         The first Draft. Pretty extensive all the same.
Ver 1.1                         More combo information added plus a few other little bits.
Ver 1.2                         Additional detail and a lot more vs info.

Normal Moves
============

Jab                             Nothing exciting.

Strong                          Short range but part of standard combo chain.

Fierce                          Standing Fierce is an overhead. Because she raises her arm to
                               strike downwards it can hit an airborne opponent and it has OK range
                               because she steps forwards and spins while doing it. Crouching Fierce
                               is EXCELLENT anti-air defence. Jumping Fierce has great priority.

Short                           OK range and priority.

Forward                         Decent poking attack. The standing version does a short range, downward
                               kick which seems to have a lot of priority. Jumping Forward crosses
                               up easily and has good priority. Do it early to hit anti-air attacks.

Roundhouse                      F+RH does a LONG range, waiste high kick. Standing RH is an excellent,
                               long range, upward striking anti-air defence. Crouching RH is a sliding
                               sweep which goes under fireballs. Long recovery time but can be cancelled
                               into a special such as a Drawback kick if you do it quickly. Jumping RH
                               has good range and priority.

Throws
======

Strong                          Grabs opponents wrist, steps around and does a flip throw.

Forward                         Wraps legs around opponents neck, flips them then "breaks" neck.

Special Moves
=============

Elbow/Palm strikes              QCF + P,P
       Hokuto rushes forward, strikes with her elbow then does a double palm strike. The second
       hit knocks them down. Long delay.

Elbow/Kick strikes              QCF + P,b + K
       She rushes forward, strikes with her elbow then does a low Drawback Kick. The kick attack
       doesn't always connect depending on how close you were to the opponent.

Reversal                        b,d,db + P
       She stands in a guard position for a second and if hit with a jumping/high/middle attack
       she counters with an elbow strike. It doesn't really come out fast enough to use as a wake
       up move unless the opponent jumps a bit late, but an otherwise excellent move.

High Drawback Kick              QCB + P (P to cancel)
       She rushes back then forward with a high kick much like her standing RH. She is a fair way
       from a blocking opponent after the move so it's pretty safe. Pressing P while she is going
       back causes her to stop before she moves forwards again.

Low Drawback Kick               QCB + K (K to cancel)
       She rushes back then forward with a low kick much like her crouching Forward kick. She is
       a fair way from a blocking opponent after the move so it's pretty safe. Pressing K while
       she is going back causes her to stop before she moves forwards again. Short version doesn't
       knock them down so can be used in combos.

Spin Around Throw               360 + P (When close)
       She grabs the opponent and spins them around behind her so they face away from her for a
       second. With perfect timing it used to be possible to do her Fan Strikes super or her Raging
       Demon while they are turned, but I'm not so sure in this version. Maybe the Fireball super.
       Doing a slide is probably the most guaranteed hit but not really worth the effort. The elbow
       strike seems to work well after this move and you can follow it with supers.

Super Moves
===========
( all supers knock the opponent down )

Launching Punch                 QCF X2 + P
       She does an upward punch then another which launches the opponent high into the air. The
       easiest follow up is a jumping RH but, with good timing, it's possible to hit them with
       the fireball super as they come down. Damage is not great. Fairly long delay afterwards.
       A pretty average super all up.

Fireball                        QCB X2 + P
       She gathers a ball of energy and fires it. Holding P will charge it up for more hits.
       Damage is OK. Use after any other supers miss or are blocked to get out of trouble. Very
       useful as a counter to jump-ins.

Raging Demon                    Jab,Jab,tap joystick forward,Short,Fierce (Unblockable)
       She runs forward and grabs the opponent striking them several times and finishes with a
       strike through the opponents body. Excellent damage but leaves you open if you miss.
       Goes through almost all attacks including sweeps and fireballs.

Fan Strikes                     QCB X2 + K
       She walks forward while doing multiple strikes with two fans. Doesn't always hit an
       opponent doing a sweep if they have a low profile. Good damage but fairly long delay.
       Interrupt into Fireball super must be done before it's about half way through or it
       won't cancel. Computer players will often only block the first half of this super.

Naginata Smash                  QCF X2 + KKK (Level 3)
       Does an overhead smash with a huge Naginata accompanied by a large explosion. Only hits
       opponents on the ground. Comes out REALLY fast, hits 2/3 of the screen and does MASSIVE
       damage. Does a small amount of block damage. A truly EXCELLENT super. Can be put in a
       combo apparently but damage is reduced.

Combos
======

j.RH, c.RH
       Good, long range combo.

j.Fierce, standing Fierce overhead
       Not a combo but good to throw at the opposition once in a while to see if they're awake.

j.Fierce, c.Strong, QCF+P,P
       The standard, no-super combo. Good damage.

j.Fierce, c.Strong, QCF+Jab,b+Short, QCB X2+K, QCB X2+P, QCF X2+P, j.RH
       The full 3-super chain. The damage for the last super will be minimal so probably better
       to hold onto the level unless you're trying to look flash or it'll kill them. The Short
       Drawback Kick doesn't always connect unless you get the distance and timing right.

j.Fierce, c.Strong, QCF+Jab,b+Short, QCF X2+KKK
       Jumping combo with the L3 super tacked on the end. Pretty damn nasty.

j.Fierce, c.strong, QCF+P,P, QCB X2+P, QCF X2+P, j.RH
       You can connect with either the Fireball super or the Launching Punch super after the
       second hit of the elbow strikes special if you cancel it very quickly.

crossup j.Forward, c.Strong, QCF+Jab, QCB X2+K
       Standard one-super combo for attacking after opponent falls. The range is lined up for
       the crossup after the Raging Demon super.

Tactics
=======

Hokuto is pretty much unchanged from EX2 except for the addition of her excellent L3 super.

She's at her best at mid-range. Combine long range crouching Forwards with standing RH to go over
the opponents sweeps/fowards.
In close combine Shorts, Forwards and standing Fierce overheads to keep your opponent guessing.
Get a good feel for the range of the RH slide because you can be hit after it unless you get the
range just right. It's useful as a sucker move to get a Raging Demon off too. Just slide, pause
for a moment then Raging Demon through the opponent's sweep.

Her air defence is among the best in the game. For opponents above and in front use the standing
RH's excellent range. For opponents mostly straight above use the crouching Fierce elbow. If you
have enough warning or are expecting the opponent to try to Excell through your attack, use the
Reversal which is extremely reliable.

One last thing. If your opponent is the kind of player who spends his entire game jumping around
like mad tapping away with fast, high priority moves or trying to find no-skill winning methods
which the game designers didn't consider......
Use any and all means to smash them. No mercy. Use every dirty trick available including stooping
to their level. But only in retailiation. Never do this crap to people first. It should be beneath
you as a human being. Enough raving, on with the FAQ.

Guard break
-----------
Hokuto's Guard Break consists of her spinning around then slashing at waiste height with a fan.
Average range.

Avoiding Guard breaks:
There are three basic times guard breaks are used:
1) During blocked, multi-hitting supers
2) During blocked, multi-hitting specials/combos
3) Out of the blue

1) Easiest to avoid. Just be ready with a throw. You can usually tap the approriate button during
their super and you'll automatically throw them if they Guard Break.
2) Throws are often a good counter to this but some Guard Breaks have a lot of range so a crouching
Short or Forward is a better response.Obviously a super is the best response but this requires
some pretty damn fast reflexes.
3) If the opponent isn't predictable then these can be a problem depending on which character is
doing the Guard Break. As for 2, a crouching Short or Forward is generally the best response but
some characters have really long range Guard Breaks so modify this as necessary. Some characters
such as Chun Li also have Guard Breaks which may hit you if you try to jump over them.

Excell
-----
I haven't come up with a good Excell for her as many of her special moves do weird things with
multiple quarter-circle motions like knocking the opponent down. Your average Excel combo will only
do as much or less than a one level super anyway.
Any info much appreciated.

The Excell is a very useful tool for avoiding being hit by supers, going through excellent air
defences, such as Hokuto herself has, and doing multiple hits in the air. Another use for it is
avoiding Guard Breaks. Some characters have combinations of a blocked super followed by a Guard
Break which are pretty much unaviodable except through use of an excel.

Vs Info
=======

Sharon
------
An annoyingly fast poking character. Players will usually just do her hop move and alternate it with
poking like mad. Learn to know when to put in a crouching short to hit her. Her super where she does
a double handed strike to knock you into the air is among the best in the game for range and priority.
If she charges the pistol super, be careful not to poke too much in response to her poking attacks as
the pistol super comes out very fast and does a lot of damage.
A tricky and frustrating fight.

Doctrine Dark
-------------
Stay fairly close. DD is probably at his best at mid range where he can use his land mines and wire
attack effectively. If you get the range perfect you can use the F+RH kick to kick him over his
landmines.
Try not to be predictable with jump ins as his standing RH is excellent anti-air defence and he can
also do a nasty little combo with his wire attack as you jump in.

Cracker Jack
------------
His supers do a LOT of damage so be defensive. Just a charging punch plus one super can take off
almost half your life. He can also put together a really large string of specials and multiple supers
which does huge damage. Use the Reversal move often to hit his charging attacks. Try not to jump in
carelessly as he has a couple of supers which can really punish you.

Blanka
------
After he bounces off from a roll, walk forward slightly then slide to knock him over. If you
get ahead on life and are feeling vindictive you can just crouch block. If he jumps, use the
standing RH or crouching Fierce. If he rolls, slide. If he does the hop forward, be ready to
throw. That'll pretty much do it except watch for a jumping in Excell or super. Be aware of his
L3 Super because it has a great are of effect and does a bucket load of damage. ( and looks cool! )

Shadowgeist
------------
Learn to block. A LOT. If he does his air-to-ground kick you have several options:
1) Throw - if he hits you too high, walk forward a fraction and throw him.
2) Jump - you can jump straight up (before or after he hits you) then hit him on the way down.
3) Crouching short - hazardous if he cancels into his ground wave super as he is likely to do often
because he can charge his super meter so quickly.

This bastard charges supers extremely fast and can do a LOT of damage if he connects. A tricky
fight against a good 'Geist.

Chun Li
-------
She's one of the fast pokers along with Nanase, Sharon and Area. If she does the forward
flip attack, jump and hit her out of it. Don't try to stay on the gorund and hit it because if
you get it wrong you'll lose a LARGE portion of your life bar. Be aware of her L3 super fireball.
It's not usually a good idea to try and out hit her in ther air because you'll generally get beaten
by her priority.

Nanase
------
She's VERY fast ( at least as fast as Chun Li ) and very annoying. DON'T jump if she does the
super staff throw because she can stop it at any time. Her jumping short comes out at a downward
angle and has priority from Hell as does her jumping knee attack. One really bad thing in this fight,
especially against a poker ( which most Nanase players seem to be ) is that Hokuto's really cool,
long range, standign RH kick which is used to hit crouching pokers GOES OVER NANASE's HEAD. Ugly.
Watch out for her overhead elbow attack because she can chain supers off it.

Hokuto
------
Be better than the other person....
:)
( and watch out for that L3 Super!!!! )

Skullomania
-----------
You can't duck his Skullotchakov throw, so hit it instead ( jumping RH is good ). If he does his
DP with the horizontal move afterwards, slide him, but try not to be predictable or you may slide
into his force bubble super.
If he does his slide, be careful of him interrupting it into a super.

Garuda
------
Still as nasty as ever. Watch for the green-energy super after his headbut-dive move.
Try not to jump because his DP is the best in the game and he'll super you after it.
One of the fastest characters at charging supers due to having a bunch of moves which hit
muliple times, just like Shadowgeist.
If he does the spinning super as he comes down in the air, be careful not to get sucked into
it while attacking him. Use the fireball super in this situation if possible.
Again, like against Shadowgeist, you have to get used to blocking a lot.

Guile
-----
Stay at mid range, outside his crouching forward range. If he blocks one of your crouching
forward kicks, it puts him at perfect slide range to go under Sonic Booms. If he jumps, use
an appropriate anti air move but watch for Excells. Guiles love flailing away on the joystick
doing multiple sonic booms then a super during Excells. Really skillfull stuff.... I wish I
could do that..... ( actually, it's about all I CAN do with Guile... :)
If you get your jump timing right, your jumping Fierce will stuff his Flash Kick. Try to land
directly over him and even if he gets it out it may miss.
Be careful as he can do massive combos even off his jab. Try to not be predictable with your
poking attacks or you'll eat a few Flash Kicks.
NEVER jump in on him unless he's just thrown a Sonic Boom or you're SURE he's not charged for
a Flash Kick because he can tack a Super Flash Kick onto a normal one and that really hurts.
Watch for Guard Breaks after missed Flash Kicks.
One of the most dangerous ( and boring ) Guiles is the one who never jumps, seldom throws
Sonic Booms and just sits there poking occaisionally. Really boring to fight against but tricky
to beat.

Area
----
A particularly annoying new character. She's an annoying tippy-tap character with some other
bullshit tricks built in. Her jumping Forward is like Nanase's in that it is a downward kick
which has amazing priority so don't use the RH or even the excellent crouching Fierce as
anti-air defence. Either counter jump or use the reversal move.
Watch for her attack which makes her float in the air briefly as it may sucker an attack out of
you, plus it hits many attacks you might try to hit her with.
Keep at medium range. Don't let her get far enough away that you can't slide her if she fires her
rocket attack. If she does get to fire it and you can't slide her it's best to block it. If you
jump she'll probably super you. If you block it, watch for the overhead while you're blocking.
Her standing Fierce is an excellent anti-air move so attack early or try not to jump in on her
too much. A tricky one against a good Area.

Zangief
-------
Shouldn't be a problem now that Zangief's SPD range has been drastically reduced and they took
away the banishing hand. He basically sucks now. He can still punish you severely if you screw
up. Jump in with a Fierce after you knock him down which will hit any lariat attempt. Good
Zangief players will play mind games with you to keep you guessing so be very careful.

Darun Meister
-------------
Much the same as Zangief but he has his lariat type attack to poke with. Crouch block to avoid
the jumping DDT throw. Remember he has a reversal like Hokuto but it's nowhere near as good as
many attacks hit him out of it. If he connects with the level 3 super, quickly hammer on the jab
and short buttons to reverse out of it.

RyuKen
------
Your average shotokaner shouldn't be too much of a hassle unless they're really good. Try to stay
at mid range ready to slide under fireballs and poke with the standing RH. Alternate between
poking with crouching Forwards ( what they'll be doing a lot ) and going over the top of their
low kicks with the standing RH. Her jumping Fierce can stuff DPs if you time it perfectly. Ryu
and Ken can both put huge amounts of damage on you if you make one mistake so be VERY careful.

Volcano Rosso
-------------
Watch his double hitting kick when he jumps. His sonic boom type attack even trades with your
Fireball super if he does it as you stand up. Probably better to just block it. The Raging Demon
might go through it. Be aware of his very effective reversal move and try not to be predictable
with poking or jump-ins. He's very fast on the the ground. Watch for the overhead hop as he can
connect with one or more supers after it. Watch for the Raging Demon style L3 Super.

Other Stuff
===========
Any comments/suggestions/requests, please EMail me.
[email protected]
Web Site: www.geocities.com/Ikkitclaw

Adam.