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Street Fighter EX2+
Hokuto Information
Ver 1.0
Updated 24th September '99
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.

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.

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. 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.

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 late.

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.

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 good timing it's possible to do her Fan Strikes super or her Raging Demon
while they are turned.

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.

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.

Raging Demon Jab,Jab,tap 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 some 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.

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.

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+Jab,Jab
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 willbe minimal so probably better
to hold onto the level unless you're trying to look flash or it'll kill them.

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 very 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 beast 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.
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.

Vs Info
=======

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. Be aware of his L3 Super when you're jumping in.

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.
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.

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.

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. If he does his DP with the
horizontal move afterwards, slide him.
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 attakcing him. Use the fireball super in this situation if possible.

Guile
-----
Stay at mid range, outside his crouching forward range. 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.....
Slide under his sonic booms. 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 a massive combo even off his jab. Try to not be predictable with your
poking attacks or you'll eat a few Flash Kicks ( with supers tacked on if he's really good ).

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 Fierce as anti-air. Either counter jump or
use the reversal move. Watch for her attack which makes her float in the air briefly. 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.

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.

Darun Meister
-------------
Much the same as Zangief but he has his lariat type attack to poke with. Crouch block to avoid
the jumping throw. Remember he has a reversal like Hokuto.

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.

Other Stuff
===========
Any comments/suggestions/requests, please EMail me.
atennant@manukau.govt.nz
Web Site: www.geocities.com/TimesSquare/4811

Adam.
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