Subject: Evil Hokuto Faq (LONG) From: Everett Date: Tue, 10 Mar 1998 22:33:58 -0800 Newsgroups: alt.games.sf2 I decided to write a Evil Hokuto faq today because she is a pretty kick ass character once you mess with her long enough. If you have trouble reading this I will post it gamefaqs.com anyways. Street Fighter Ex Plus Alpha Evil Hokuto Guide Version 1.0 ( 10 Mar 98) By Everett Littles wlittle@ns.net Version History Version 1.0 - First Release Contents 1.0 About the Guide 2.0 Character Information 3.0 Moves Analysis 3.1 Basic Moves 3.1.1 Jab 3.1.2 Strong 3.1.3 Fierce 3.1.4 Short 3.1.5 Forward 3.1.6 Roundhouse 3.2 Special Moves 3.2.1 Ryusui 3.2.2 Chugeki-Hoh 3.2.3 Kyaku-Geki 3.2.4 Shorin-Geki 3.3 Super Moves 3.3.1 Kiren-Eki 3.3.2 Kyakuhougi 3.3.3 Rensho-Geki 3.3.4 Renbu 3.4 Hokuto's Stun Move 3.4.1 Performing the Stun 4.0 Combos 4.1 Listings 5.0 Strategies 6.0 Miscellaneous 6.1 Colors 6.2 Ending 7.0 Glossary 8.0 To Do 9.0 Acknowledgements 1.0 About the Guide If you are familar with Mike Abdow's Sean guide you will see that this guide/faq uses the same format. I used to for a few reasons but mainly because it is an organzied and in-depth method of reporting a character's abilities. Evil Hokuto is similar to "Good" Hokuto in similar ways. The purpose of this guide is to explain Evil Hokto in such depth so that the difference will be made quite apperant. 2.0 Character Information Right now I do not have a storyline for Evil Hokuto but hopefully it will be in the next version. 3.0 Move Analysis This section basically explains all of Evil Hokuto's moves ranging from her most basic moves to her more complex ones. 3.1 Basic Moves Using Mike Abdow's definition, basic moves are defined as: -Only require a press of a button, sometimes with a simple stick motion. (Forward,Back,etc.) -May depend on the distance between you and your opponent -Do not inflict damage when blocked. 3.1.1 Jab Standing --------- Like most characters this is Evil Hokuto's fastest basic attack both with execution and recovery. Evil Hokuto does a palm attack directly forward. Pressed repeatedly she can connect twice with it. Crouching --------- Evil Hokuto exucutes a short-ranged closed fist punch. Unlike the standing jab, the crouching jab can only connect once but does slightl more damage. Interrupts ---------- All supers, as well as the Shorin-Geki In the Air ---------- Like the crouching jab, she does a small punch. But her jumping jab has basically no range because it punches straight down. 3.1.2 Strong Standing -------- This is one of Evil Hokuto's better punches. She does the the same palm attack she does with her standing jab only this time it is angled at 45 degrees. Use it as a decent anti-air attack. Crouching --------- Evil Hokuto does basically the same punch that she does with her c.jab. The strong is only stronger but really not much slower. Interrupts ---------- All Supers and all Special moves except the Ryusui In the Air ---------- The j.jab all over again only stronger. 3.1.3 Fierce Standing -------- Evil Hokuto's standing fierce is actually fairly fast for a fierce punch. She performs a double palm attack at her opponent. Chu-Hoh ------- Pressing forward on the joystick plus fierce shows the Chu-Hoh, an overhead that it somewhat useful Crouching --------- Evil Hokuto's crouching fierce is not that bad. She elbows her opponent in the mid-section then brings her elbow up. There is a bit of wasted animation because it looks like it should hit twice but doesn't.(as far as I know) 3.1.4 Short Standing -------- Evil Hokuto's standing short just strike towards the head of the opponent. Crouching --------- Her crouching short is much faster than her standing short. It can connect up to three(3) times. Interrupts ---------- All Super moves as well as the Shorin-Geki In the Air ---------- Finally some range. Evil Hokuto's jumping kicks make up for the lack of range delivered in her punches. This kick has fairly good range. 3.1.5 Forward Standing -------- Evil Hokuto's standing forward has almost zero(0) range. But I would say that the one benefit that it does have it that it can snub many would-be attackers at closer range. Crouching --------- Similar to the short just slower Interrupts ---------- All Super Moves In the Air ---------- Just like the short just a bit slower and a bit more powerful. 3.1.6 Roundhouse Standing -------- Evil Hokuto's standing roundhouse looks similar to Ryu's lunge kick in SFIII only she does not move forward. It isn't horribly bad as an anti-air move but you just have to position yourself correctly. Gai-Syu ------- The Gai-Syu is what you get when you press forward on the stick and press roundhouse at the same time. Evil Hokuto deliver's a long range kick directly towards her opponent. I've found this move very useful as a semi-counter to some moves and also to keep my distance from people. Crouching --------- Evil Hokuto slides and kicks up towards the knees of her opponent. It doesn't seems very special on the surface but it is kind of cool because it goes under projectiles. Just watch your enemy's super meter because you might just slide into a fireball-> super combo. Interrupts ---------- All Super Moves In the Air ----------- Unlike her short and forward, Evil Hokuto's roundhouse kicks up in the air. Not bad against someone in the air. Plus it's cool to juggle with but juggling with it takes some sensitivity to timing issues. 3.2 Special Moves 3.2.1 Ryusui Command ------- 360 motion with punch Comments -------- Hokuto grabs her opponent then pushes her opponent away from her. If there was ever a move that looked incredibly useless this is it, but I've found that it can actually be quite useful. If you react quick enough there are an ample number of things you can do after the move. Interrupts ---------- All Supers. But must be done extremely fast at the end of the motion, as this is the only time when the interrupt works. 3.2.2 Chugeki-Hoh Command ------- QCF+Punch -> QCB+Punch Comments -------- Evil Hokuto does a lunging elbow upon execution of the first movement. The length of the lunge depends upon the strength of the punch. On the second OPTIONAL command she continues the motion into a Shorin-Geki. This second movement looks very similar to Yun and Yang's palm punch thingy. NOTE: If the first hit does not connect DO NOT do the second command. Although the second command if done with jab has a low recovery time, any player who is on top of things can most likely counter-attack with a super. When you become better accustomed to Evil Hokuto you will learn that with correct timing you can fake out your opponent when the first hit gets blocked into thinking that you are stopping the Chugeki-Hoh. If timed correctly, your opponent in his/her haste to counter-attack will eat the second part. But it is a gamble. If you are fast enough, you can wait until you see you opponent start a counter-attack type animation and then continue. This lowers the risk but requires that you act quickly. Interrupts ---------- All supers can interrupt the Chugeki-Hoh on either the first or the second hit. Take you pick. 3.2.3 Kyaku-Geki Command ------- QCB+Kick -> QCB+Punch Comments -------- Evil Hokuto ducks swiftly into a sweep which has a range dependant upon the strength of the kick used. Like the Chugeki-Hoh, the second command is optional. Also just like the Chugeki-Hoh, the second command goes into the Shorin-Geki. The roundhouse version of this move is the only version that actually knocks the opponent down. The short and the forward version only do the usually brief stun to the opponent. However, because of this, the short and the forward version are the ideal ones to use if you wish to follow it up with a super or the second command. But perhaps the coolest aspect of this move is that is timed correctly( easy timing) you can go under projectiles. This is nice for close range fighting. Interrupts ---------- All supers but I believe only the Kiren-Eki connects on the roundhouse version. 3.2.4 Shorin-Geki Command ------- QCB+Punch Comments -------- The Shorin-Geki is simply the second part of the Chugeki-Hoh and the Kyaku-Geki as a stand alone move. This is probably my favorite move for Evil Hokuto. It is damn quick in it's execution with only bad recovery time on the fierce version. Like the Kyaku-Geki, this move is good to snuf fireballers with. It deflects fireballs just like Allen's Justice Fist or C.Jack's Batting Hero only much faster. I would recommend the jab version over all other because of it's sheer speed and low recovery time. Up close it can be very annoying to any character. But just like every move, don't over do it or you will eat damage sooner or later because you've become too predictable. Interrupts --------- All supers 3.3 Super Moves Most supers in SFEX+@ are performed similar to every other game minus the VS series. However, unlike those games SFEX+@ introduced a new feature called Super-Cancelling. Meaning just what it says. Upon the execution of one super move another super move may cancel out the previous one and continue the combo. The only limit to this is that you cannot cancel a super into the same super. For example: A Shinkuu-Hadoken cannot cancel into another Shinkuu-Hadoken. But you could go from the Shinkuu-Hadoken to the super hurricane kick. 3.3.1 Kiren-Eki Command ------- QCB -> QCB+Punch (punch can be held down) Comments -------- Evil Hokuto looks like she is shooting a bow and arrow but a fireball is released instead.( Sorry no Robin Hood here). If you hold the punch button down, the fireball gains strength and size. You can only hold the button down for so long then the fireball releases itself. Just think of the Kiren-Eki as operating on the same principals as Ryu's Denjin-Hado-Ken only the Kiren-Eki is blockable. If timed correctly, the Kiren-Eki works well as an anti-air attack. Especially the longer you charge it up. Interrupts ---------- All supers except the Kiren-Eki 3.3.2 Kyakuhougi Command ------- QCB -> QCB+Kick Comments -------- Evil Hokuto pulls out two(2) fans and proceeds to pummle her opponent with them. This really isn't the best super combo in the world partly because of the recovery time and partly because if you do not let all of the hits connect it really doesn't do a ton of damage. In other words, it's not the best super to cancel out of unless you opponent is almost through and you just need a bit more damage to K.O your opponent. Interrupts ---------- All supers except the Kyakuhougi. 3.3.3 Rensho-Geki Command -------- QCF -> QCF+Punch Comments --------- Evil Hokuto punch her opponent once, kind of spins or something and then punches her opponent again, this time launching them into the air. It is very similar to C.Jack's HomeRun Hero Super, only the Rensho-Geki yeilds more reaction time. Personally I do not use this move unless I have at least one super stored in addition to the one needed for the Rensho-Geki. This is because it does little damage. However, because of it's launching abilities the combo potential is great. Note: If you have not passed C.Jack's mission of Guard Break -> Homerun Hero -> Jumping Fierce -> Crouching Fierce -> Homerun Hero learn to pass it. Some of the same technics are valuable here with the Rensho Geki. Interrupts ---------- All supers except the Rensho-Geki 3.3.4 Renbu Command -------- Jab -> Jab -> (Forward on stick) Short -> Fierce Comments --------- This is basically a level one Raging Demon. If you've seen Kairi's then basically you've seen Evil Hokuto's. There isn't much to say about this one except that it is unblockable and it operates the same as the Raging Demon meaning use it wisely or prepare to take damage. The only time I really use this move is after a Ryusui. However, you must practice the timing because if you are just a bit late with it, your opponent can jump out of the way. Although you can interrupt almost any basic move and super move with it, it is not too wise because it will RARELY connect. Interrupts ---------- None 3.4 Hokuto's Stun Move I made this section by itself because I kind of consider it as being so. Stuns are not exactly super moves (although they do use a level of super meter) and they are not exactly basic or special moves. They are in a class of thier own. 3.4.1 Performing the Stun Command -------- Press and punch and kick of the same relative strength at the same time. Ex: press jab and short Comments -------- Hokuto takes out one of her fans, spins around and then (hopefully) hits her opponent. I've found that this move works best right after an anti-air attack other than a super. Ex: Standing strong -> Fan Stun I've seen this one connect almost everytime. A tip I've also heard of is performing it immediatly after a jab or short. This technique seems to work well too. 4.0 Combos Best Jump-In Moves ------------------ J.Forward and even J.Fierce Basic Moves interruptable by Special Moves ------------------------------------------ Jab, Short, Strong Basic Moves interruptable by Super Moves ---------------------------------------- Jab, Short, Strong, Fierce, Roundhouse Special Moves interruptable by Super Moves ---------------------------------------- Shorin-Geki, Chugeki-Hoh, Ryusui, Kyaku-Geki Combos ------- Maybe I will add the rather obvious ones later. Ex: J.Fierce -> S.Fierce etc Any interruptable basic move -> Any Super S.Strong -> Jab Chugeki-Hoh (one or both hits) S.Strong -> Jab Chugeki-Hoh XX (after first or second hit) -> Kiren-Eki S.Strong -> Jab Chugeki-Hoh XX (after first or second hit) -> Kyakuhougi S.Strong -> Jab Chugeki-Hoh XX (after first or second hit) -> Rensho-Geki S.Strong -> Jab Chugeki-Hoh XX (after first or second hit) -> Rensho-Geki -> Shorin-Geki S.Strong -> Jab Chugeki-Hoh XX (after first or second hit) -> Rensho-Geki -> Shorin-Geki XX Kiren-Eki (hold) S.Strong -> Jab Chugeki-Hoh XX (after first or second hit) -> Rensho-Geki -> Shorin-Geki XX Kiren-Eki XX Rensho-Geki -> Shorin-Geki S.Strong -> Jab Chugeki-Hoh XX (after first or second hit) -> Rensho-Geki -> Shorin-Geki XX Rensho-Geki -> Shorin-Geki XX Rensho-Geki -> Shorin-Geki Note: If you practice enough, you can replace the Shorin-Geki with a j.fierce ->s.fierce combo but it is very difficult. Remember the C.Jack mission from section 3.1.6 If you've passed it you will know exactly how to do this. The trick is to hit the falling opponent as you are descending from your jump but near the ground. S.Strong -> Jab Chugeki-Hoh XX (after first or second hit) -> Rensho-Geki -> Shorin-Geki XX Rensho-Geki -> Shorin-Geki XX Kiren-Eki (hold) J.Forward -> Ryusui -> Renbu Note: I've been able to do another Ryusui right after the first one but it is VERY difficult( I cannot stress this enough). Anyone think it is possible to keep this going forever? The first EX infinite? (At least that I've heard of) Ryusui-> Any super 5.0 Strategies 5.1 General Strategy This is difficult. You don't play Evil Hokuto like you do the Shotokan gang. You don't even really play her like "Good" Hokuto. You play her similar but at times more agrressive. I play Evil Hokuto just like I play Elena in SFIII:2I. I mix the patient poking methods with the more agrresive techniques. But here are a few quick pointers. -Don't make a habit out of jumping in on your opponent to much, yet at the same time always be ready to do so when it is safe. -MAKE FULL USE of her anti-projectile techniques e.g Kyaku-Geki and the Shorin-Geki. -BE PATIENT against aggresive opponents then strike when they make a mistake. THEY ALL DO. -Never forget how powerful her Chu-Hoh and Gai-Syu are. 5.2 Character Specific Strategy 6.0 Miscellaneous 6.1 Outfit Colors Jab - All Black Strong - All Red Fierce - All Purple 6.2 Ending Evil Hokuto stands on top of the building from her stage with her back toward you as she looks toward the moon. As that tired ass music plays the moon goes from cresent to full. When the moon is full the scene pans down to the bottom of the building where you see many dead Street Fighters. 7.0 GLOSSARY The Mike Abdow legend. Jab .............. light punch, the weakest punch attack. Strong, Str ...... medium punch, the medium punch attack. Fierce, Frc ...... heavy punch, the strongest punch attack. Short, Sht ....... light kick, the weakest kick attack. Forward, Fwd ..... medium kick, the medium kick attack. Roundhouse, Rh ... heavy kick, the strongest kick attack. FB ............... Fireball, d-df-f + Punch (or QCF + Punch). DP ............... Dragon Punch, f-d-df + Punch. DS ............... Dragon Smash, Sean's DP like move. HK ............... Hurricane Kick, QCB + Kick. TK ............... Tornado Kick, Sean's HK like move. QCF .............. Quarter Circle Forward, rolling the joystick from the down position to the forward position: d-df-f. QCB .............. Quarter Circle Back, rolling the joystick from the down position to the back position: d-db-b. HCF .............. Half Circle Forward, rolling the joystick a half circle from the back position to forward: b-db-d-df-f. HCB .............. Half Circle Back, rolling the joystick a half circle from the forward position to back: f-df-d-db-b. c.XXX ............ crouching, execute XXX while in a crouch position. s.XXX ............ standing, execute XXX while in a standing position. j..................Jumping, execute XXX while jumping XX.................Cancel into the move following this symbol Joystick and Button Layout Character facing Right.. ub u uf \ | / Jab Str Frc b - n - f O O O / | \ O O O db d df Sht Fwd Rh For character facing left, replace the b's with f's and vice versa. 8.0 To Do More combos of course. Hopefully some of the Gamest ones. Add even more of the basic combos when I get around to it. As it is I've done this all today and I just want to post it. Add the vs section to the strategy section Add the storyline to the character info section. Spellcheck and grammarcheck for sure. And probably more stuff that I've forgotten. 9.0 Acknowledgements Mike Abdow.............For making a great format to base a faq upon. Capcom.................Without them there would be no SFEX+@ or any Street Fighter alt.games.sf2..........For not flaming me everytime I asked a dumb question