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
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