| per chi gli interessa qui cè la lista delle mosse del videogame:
Notation --- 8, 2, 4, 6 = up, down, left, right etc.
weak punch = A weak kick = B hard punch = C hard kick = D special(boost) = E
(parentheses indicate optional input or condition)
-> arrow indicates follow-up move
slash indicates either/or
OTG - hits an enemy after they've been knocked off their feet.
Stars: x/y x = number of stars the move reduces on a normal hit y = number reduced on a counter hit
Aura: z z = amount of super gauge the move depletes. Most supers use one Aura stock.
Game System --- Energy Gauge The players' health is indicated by orange life bars on the top of the screen. When that runs out you lose the round. A portion of all inflicted damage is shown as a blue segment of the life bar. This part heals (ie: turns orange) over time as long as you aren't being attacked or high-jumping.
Seven Stars of the Hokuto Below the life bar is the seven star gauge. Various attacks can be used to reduce the number of glowing stars on your opponent's gauge. Once it is empty a final "death star" will light up below their main star gauge. At this point the "DEADLY FIST BLOW" indicator is displayed near your super bar and you can use a special One-Hit Kill attack to win the round.
The attacks that can reduce an enemy's stars are listed below. Note that on a counter hit special moves plus moves that otherwise take a star will usually take an additional star. Special moves that hit after you've launched your opponent with a Grave Shoot attack also take an additional star.
There are some restrictions on taking away stars during a combo. First, the total number of stars than can be taken during one combo is three. Second, any given move can be used to take away stars only once per combo.
Both players recover one missing star at the beginning of each round. You'll also recover a star if your opponent fails to connect with a One-Hit Kill attack.
Guard Gauge Next to the star gauge is the guard gauge. This is depleted as you block attacks. When it reaches zero you'll suffer a guard crush and become briefly unable to block. Note that this particular gauge doesn't always appear. There are three different weight classes when it comes to guard crushing: Heavy: Shin, Heart-Sama Medium: Kenshirou, Raoh, Toki, Rei, Juda, Jagi Light: Thouther, Mamiya When a character from a heavier class fights against one from a lighter class only the lighter character will have a guard gauge. In the event of heavy vs. heavy and light vs. light both sides have a gauge. For medium vs. medium neither gets a gauge.
Boost Gauge The long bar divided into three segments is the boost gauge. It fills up gradually as you attack your opponent. As long as it is at least 1/3 full you can boost to cancel attacks and dash towards your opponent. Having boosted once, the gauge empties towards the next dividing line. If you boost again during this time you'll lose only a fraction of the current segment. The upside here is that it is possible to boost more than once during a combo without using more than one boost gauge segment.
It's possible to incorporate the boost input into a special move motion to give the move extra horizontal range. Consider Shin's command throw: 63214+A This can be changed to: 632145+E+A to make Shin shoot forward a little bit before throwing his opponent. Ken's Zankaiken super can be modified in a similar fashion from 214214+C to 2142146+E~C for amusing effect.
Aura Gauge Used to perform super moves, etc, the Aura Gauge is all the way at the bottom of the screen. You can hold two Aura stocks -- the first one is blue, the second gold. When the first stock is full the words "GOD FIST BLOW" appear next to the gauge.
Universal Commands --- Throw: close to opponent 4/6+C Everyone but Mamiya. Throws have a non-zero start up so they don't work well for wake-ups.
Overhead: 6A Varies by character. 6B with Raoh.
Boost: E Everyone but Heart-Sama. Uses boost gauge to cancel move recovery and charge towards opponent.
Kyukyoku Ougi(ultimate technique): various Super moves. Typically stars: 1/2 (normal hit/counter hit)
Ichigeki Hissastu Ougi(one hit sure killing technique): 236+CD When opponent's seven star gauge is empty use this to KO. Miss and your super bars reset to zero and opponent gets one of their seven stars back.
Grab: 4/6+BD This doesn't work on crouching characters but it has more range than a regular throw. Toki and Mamiya can't grab. Heart-sama's grab catches crouching chars. One star.
Grave Shoot: AC Launch opponent - hold up to fly up after them.
Banishing Strike: CD (hold) Blast opponent across the screen. Hold 6 to auto boost after them. At max charge the Banishing Strike blasts blocking characters, although they can wiggle the joystick to avoid a wall bounce. Normal: one star (1/2) Max charge vs. blocking opponent: one star on wall bounce (1/2)
Heavy Strike: AB Unblockable. Staggers. Stars: 1/2
Agility Defense: block at the last minute White glow indicates success. Shorter block stun, super bonus, etc.
Aura Guard: hold E while blocking Faultless defense. Depletes aura gauge while negating special move block damage. Allows you to air block moves you couldn't otherwise.
Guard Cancel: 6+CD while blocking Alpha Counter. One Aura stock. Invincible.
Stagger Cancel: attack button while staggered Uses Aura gauge to cut stagger animation short.
Tech Hit: attack button while reeling in the air
Special Wake-up: 8/2 when knocked down Tap up just before hitting the floor to get up quicker. Hold down while on the ground to stay down longer.
Kenshirou --- Hokuto Ryugekiko: 214+A Stars: 0/1 Use this to counter mid and high attacks as well as some projectiles. This move doesn't come out instantly, so it doesn't work well as a wake-up.
Touki: 236+A Stars: 0/1 Fireball that dissipates after traveling a certain distance.
Hikou Seieikou: 236+C Stars: 1/2 Short ranged attack. When it connects, Ken's opponent will take block damage from normal moves afterwards. This is indicated by an electric effect on the victim's portrait. Heavy attacks inflict more block damage than weak ones.
Hokuto Hieiken: 623+B (air) Stars: 0/1 Flying kick. Note that Ken can act before he hits the ground.
Tenha no Kamae: 214+C Ken powers up so that his next move will reduce the enemy's star gauge by one more than normal. The blue indicator for this appears towards the outside of the screen -- the Musou Tensei (see below) indicator appears towards the center.
Hokuto Jyoumoushouha: 623+punch Stars(623A): 1/2, (623C): 0/1 Uppercut. The hard punch version is invincible and leaves the ground.
Hokuto Jaraikou: 236+D Stars: 0/1 Rush punch. When this move hits you can jump and continue a combo.
Hokuto Shichishiki Heizan: in the air 214+A Stars: 0/1 Dive attack.
SUPER MOVES Hokuto Zankaiken: 214214+C Aura: 2, Stars: 1/2 Ken jumps into the air and strikes his opponent from above. When this hits a counter ticks down from 3 to 0 at which point Ken's opponent dies. Doesn't work on Thouther.
Tenha Kassatsu: 236236+A Aura: 1, Stars: 1/2 Beam attack. No invincibility. OTGs nicely.
Musou Tensei: 236236+B Aura: 1, Stars: NA After performing this move an indicator icon appears above Ken's boost gauge and he gains the ability to warp behind his opponent. This is accomplished by tapping towards or down in conjunction with an enemy's attack. The effect carries over from one round to the next but wears out after seven uses.
ONE-HIT KILL Hokuto Hyakuretsuken: 236+CD ATATATATATATATATATA!
Raoh --- Hokuto Goushouha: 236+C (air) Stars: 0/1 The ground version is a beam that can cancel out fireballs. Air version is a simple air fireball. Powered up with a Donryukohou these moves are much faster.
Hokuto Donryukohou: 214+A Raoh stores up energy (max: 3) that can be used to power up certain moves. Hold down C or D to use the stored energy to make some heavy normal attacks unblockable. Also, the powered up C, 2C and 2D moves take a star (1/1).
Hokuto Tenshouraigeki: 623+A Stars: 0/1 Chop attack. Power up with the Donryukohou(see above) for big invincibility.
Hokuto Rashouken: 623+C Stars(normal): 0/1 (powered up, final hit): 1/2 Multi-hit charge. Power up with the Donryukohou(see above) for greater range and more hits.
Kanzashi: 214+C (air) Stars(air version): 0/1, (ground version): 1/2, (powered ground ver): 2/3 Raoh throws a spike on the ground that holds the opponent in place for a moment and reduces their star gauge by one. The ground version OTGs nicely.
Musou Insatsu: 41236+D while recovering from a move Aura: 1, Stars: 0/1 Cancel an attack animation into a big kick.
SUPER MOVES Hikou Shinkessou: 214214+A Aura: 1, Stars: 1/2 Cape attack.
Tenshou Honretsu: 214214+C Aura: 1, Stars: 2/3 Charging attack. It's slow and air-blockable but has some start-up invincibility and dizzies well.
Musou Tensei: 236236+B Aura: 1, Stars: NA After performing this move an indicator icon appears above Raoh's boost gauge and he gains the ability to warp behind his opponent. This is accomplished by tapping towards or down in conjunction with an enemy's attack. The effect carries over from one round to the next but wears out after seven uses.
ONE-HIT KILL Hokuto Mettenba: 236+CD Raoh pounds his opponent.
Toki --- Toki's towards+kick moves take one star when they counter hit.
Hokuto Ryukojin: 214+C Stars(reflected projectile): 1/2 Reflects projectiles.
Toukei Kohou: 63214+D Stars: 0/1 Ground projectile.
Tenshou Hyakuretsuken: in the air 236+C Stars(normal): 0/1, (during Kikkakou): 1/2 Multi-hit air attack.
Hokuto Shourinkyaku: in the air 214+D Stars(normal): 0/1, (during Kikkakou): 1/1 Mid-air counter move.
Hokuto Haryuken: 214+A Stars(normal): 0/1, (during Kikkakou): 1/1 High/mid level counter. Use the Musou Ryubu (below) to follow up.
Hokuto Suibugeki: 214+B Stars(normal): 0/1, (during Kikkakou): 1/1 Low counter.
Hokuto Musou Ryubu(advancing): 623+A/B/C/D Toki charges forward. Punch version travels diagonally - kick travels horizontally. Heavy attack versions travel farther.
Hokuto Musou Ryubu(retreating): 421+A/B/C/D Retreating version of above.
Hokuto Musou Ryubu(vertical): 236+A (air) Performed on the ground, this move makes Toki shoot into the air. The air version makes him land very quickly.
SUPER MOVES Hokuto Yujoudan Jinken: 236236+C Aura: 1, Stars: 1/2 Toki charges some energy and attacks. This move hits downed opponents.
Both of the following two moves create small green gauges above Toki's boost gauge that show how much power remains. Hikou Kikkakou(self): 214214+B Aura: 1, Stars: special Toki powers up some of his special moves. Changes to their star damage are outlined above.
Hikou Kikkakou(opponent): 236236+B Aura: 1, Stars: 2/3 Damages Toki's opponent and takes two stars. Also their blue health won't heal afterwards.
Hokuto Sairaken: 214214+C Aura: 1, Stars: 1/2 Big, invincible uppercut. There is a special animation when it's used to light Toki's enemy's death star.
ONE-HIT KILL Hokuto Yujouhaganken: 236+CD Energy attack. Nice OTG.
Shin --- Towards + weak kick takes a star on counter hit.
Nanto Senkyakusou: 214+B Stars: 0/1 Sliding attack.
Nanto Gokutoken: 623+kick (air) Stars: 0/1 Flying kick. The heavy kick version must be blocked high and launches Shin's opponent.
Nanto Ryusoshidan: 236+A (tap repeatedly) Stars: 0/1 Big dizzy power, no damage fireball.
Nanto Hakuhazan: 214+C Stars: 1/2 Swipe attack that dodges high moves, OTGs and staggers.
Nanto Senjuzan: 236+C -> 236+C Stars(first): 0/1, (second): 1/2 Shin charges back and forth. The first part misses crouching characters but the second doesn't.
Nanto Gyakushisou: close to opponent 63214+A One Star Command throw.
Nanto Hakuen Tenshou: 236D / 214D Forward/backward leap. The move has a bit of invincibility at the beginning and Shin can cancel into and out of it.
I won't die by your hand: when own star gauge is empty 412363214+A Aura: 1 Shin kills himself so that he starts the next round with a full star gauge.
SUPER MOVES Nanto Raijinken: 236236+C Aura: 1, Stars: 1/2 Fast, invincible geyser attack.
Nanto Senjuryugeki: 214214+C (hold) Aura: 1, Stars: 1/3 Multi-hit attack. Hold the button for more hits and big guard crush.
ONE-HIT KILL Nanto Shoukyou Tokyaku: 236+CD Death poke.
Rei --- Hien Ryubu: in the air 236+A/B Stars: 0/1 Air FB. The B version runs along the ground, while the A version bounces off.
Nanto Gekisei Kakubu: 623+punch Stars: 0/1 Rising attack. The weak version can be followed by various air moves. The strong version has good invincibility.
Nanto Jinshu Shizan: in the air 236+D / 214+D Stars: 0/1 Diving punch attacks. Both are relatively safe if blocked.
Nanto Kyoukaku Shoubu: in the air 214+C Stars: 0/1 Rei creates an energy field that hits enemies and cancels fireballs. It disappears when Rei lands or gets hit.
Nanto Kakuokujinzan: in the air 236+C Stars: 0/2 Rei does a silly-looking, mid-air charge attack that can be jump cancelled if it hits.
Nanto Koharyu: 214+C -> 214+C Stars: 0/1 Charging attack. The second part can be followed with an air attack.
Wall Cling: in the air near wall 44
Air Throw: in the air 4/6+C One Star
SUPER MOVES Nanto Seigi Kouha: 236236+A Aura: 1, Stars: 1/2 Multi-hit slash attack. OTGs nicely.
Danko Sousaiken: 236236+C (hold) Aura: 1, Stars: 1/2 Rei jumps into the air and throws three energy wedges. Charging makes the wedges stay around longer and do more damage.
Kubuenrizan: in the air 2363214+D Aura: 1, Stars: 1/2 Super version of the silly mid-air charge.
ONE-HIT KILL Hishou Hakurei: 236+CD This is a leaping energy attack that hits on the way up and on the way down. The animation is different for Juda and Mamiya.
Juda (Yuda) --- Far standing heavy kick and towards+A both take a star on counter hit.
Denshou Reppa: 236+C Stars: 0/1 Fireball.
I'll Show You: 236+A Stars: 0/1 Juda calls out Dagar for a thrust attack. Dagar gauge -20%.
Dagar Tactics: 421+B Stars: 0/1 Dagar attacks Yuda's opponenet from the floor. Dagar gauge - 40%.
You Used Me?: 214+B Stars: 0/1 Counter move. Dagar blocks an enemy attack, allowing Yuda to counter. This move can be used as a guard cancel. If you try it when the Dagar gauge isn't full he'll attack Juda.(!) Dagar gauge -100%.
Snap The UD: 623+A Stars: 0/1 Comac jumps up to hit Yuda's opponent. Fast enough to be used in combos or as anti-air. Comac gauge -20%.
Comac (Komaku) Tactics: 421+A Stars: 0/1 Comac lays a mine on the ground that can blow Yuda's opponent up. Also, it cancels ground-type fireballs. Comac gauge -40%.
Incapacitate: 236+A Stars: 0/1 Comac charges and inflicts a health-draining poison indicated by an orange glow. Comac gauge -40%.
Die, like a worm!: in the air 2+punch Stars: 0/1 Air-to-surface thrust move.
Time for resourcefulness: while getting up 41236+E Juda does a fake dizzy pose. If he cancels the pose with an attack and hits it takes an extra star. The cancel requires half an Aura stock.
SUPER MOVES Dam Break: 236236+C Aura: 1, Stars: 1/2 Comac attacks and then unleashes a flood. Flood animation occurs even if the first part doesn't hit. This move can't be used if Comac is currently on the screen.
Nanto Yousouhazan: 214214+C Aura: 1, Stars: 1/2 Slicing attack. OTGs. If Juda hits Dagar with this (having angered him with a "You Used Me?" - see above) he gets full Boost and Aura gauges but he can't summon Dagar for the rest of the round.
ONE-HIT KILL Keshoushi: 236+CD Very quick projectile followed by a deadly spinning charge attack. If the projectile connects, Juda's opponent becomes unable to block for the duration of the move.
Thouther (Souther) --- Towards+A and towards+B take a star on counter hit.
Kyokusei Jyuji Eihapu: 214+A Stars: 0/1 2-Hit fireball. Slow, but remains on the screen for a while.
Nanto Bakuseiha: in the air 214+A Stars: 0/1 Thouther throws an air fireball that must be blocked high. He can perform the Kyokusei move above even when one of these is on the screen.
Spear Toss: 623+punch Stars: 0/1 Spear travels diagonally upwards.
Kyokusei Jyuji Ken: 236+A/B/C/D Stars: 0/1 Various charging attacks. The A version can be followed by the others (236+C will combo.) D version is an overhead. B hits low.
SUPER MOVES Houshou Jyujihou: 2141236+A (air) Aura: 1, Stars: 1/2 Flying body slam attack.
Houou Kotou Gonten: 214214+C Aura: 1, Stars: 1/2 Thouther's speed increases and his Kyokusei Jyuji Ken moves are powered up for a short amount of time indicated by a bright yellow bar.
Seitei Jyuji Ryou: 236236+C -> 623+C Aura: 1, Stars(first part): 1/2, (second part): 2/3 Thouther leaps to attack his opponent from above. Slow but invincible.
ONE-HIT KILL Tenshou Jyujihou: 236+CD Flip kick -> attack from pyramid.
Jagi --- Shotgun: 236+A/623+A Stars: 0/1 Shotgun blast. The 236 version fires forward, while the 623 version fires diagonally up. In addition to attacking Jagi's opponent, shotgun blasts can be used to detonate oil drums.
Hokuto Senju Satsu: in the air 236+A Stars: 0/1 Multi-hit diving punch attack.
Nanto Jarougeki: 214+C (hold, A to cancel) Stars(normal): 0/1, (charged): 1/2 Jagi builds energy and then does a flying punch attack. The first part has a bit of invincibility. At max charge this move will blast the enemy even if they block, and it'll reduce their star gauge by one.
Oil Drum: 214+B This move can place up to two oil drums on the battlefield. Detonate them with a shotgun blast or a match - otherwise they disappear in 5 seconds.
Gasoline: 214+D Jagi can place up to two gasoline slicks on the battlefield that can be ignited with a match. Slicks also slow enemy movement. Disappears in 10 seconds.
S-stop!! P-please!!: 214+A (hold) Stars: 1/2 Retreat move. Continue to hold the button to throw a needle that takes a star.
Well done, brother!!: 632146+D Stars: 1/1 Low attack. If it hits the enemy's movement is restricted for six seconds.
Match: 236+B Stars: 0/1 Small fireball. See above.
Idiot! What will you use to win!?: knocked down near shotgun C (tap repeatedly) Stars: 1/2 Drop the shotgun with a taunt (start button.) If you're knocked down near it this move lets you fire from the ground. Rapid fire requires Aura gauge.
Now is the time for the devil to smile: close to Shin 641236+C Aura: 1, One Star Command grab that works against only Shin. Does no damage but drains Shin's Aura and Boost gauges.
SUPER MOVES You're still underestimating me: 236236+A Aura: 1, Stars: 1/2 Invincible start-up. Jagi covers his opponent with gasoline. A shotgun or match hit within eight seconds will inflict big damage. The effect is indicated by a gasoline spill on top of the opponent's portrait. If this move misses it produces a larger version of the slick special move.
Hokuto Rakangeki: 236236+C -> A/B/C Aura: 1, Stars: 1/2 Fast, invincible rush. Hit A, B or C to throw a needle upwards, straight ahead or down, respectively.
Just try saying my name!: 6321463214+C -> 236+A Aura: 2, Stars: 0 -> 1 Command throw. Opponent can "escape" by picking the correct name. Follow up forces them to guess again -- that part takes a star and dizzies!
ONE-HIT KILL Hehe... I've been waiting for this: 236+CD Burn! Must hit properly for the K.O.
Heart-Sama (Mr. Heart) --- Crouching D takes a star on counter hit.
Air Throw: jump A+C near airborne enemy
Heart's standing and crouching hard punch attacks can be charged up by holding down the button. This adds super armor and Stars: 1/1
No escape: 63214+A Heart sucks his opponent towards him. This move has super-armor and can be cancelled with an attack.
Wherever you like: 214+A (if it hits ->6) Counter version: Aura: 0, Stars: 1/1 Guard Cancel version: Aura: .5, Stars: 0/0 Mid-high counter. Heart attacks with his belly. This move can be used as a guard cancel, too. Hold towards to roll after them.
Earth Crush: 214+kick Stars(weak): 0/1, (strong): 1/2 Heart attacks with a chunk of the ground. The D version hits farther away. Hold up to pursue.
Earthquake: in the air 2+B Stars: 0/0 Butt drop -> earthquake. The EQ is unblockable but cannot K.O. and works only on opponents standing on the ground.
Dunk Receive: 623+punch One Star Anti-air grab. The C version is slower but has more range.
SUPER MOVES Kenpogoroshi: 214214+A Aura: 1, Stars(as heart shoots them): 1/1, (as they bounce around): 1/2 Heart uses his stomach to send some staves flying around the screen.
Heart's A: 236236+A Aura: 1, One Star Command grab. Note that Heart's opponent can't jump away after the "super freeze." Also he can grab his opponent even after they've been knocked off their feet.
That hurts!!: 236236+C A pain gauge appears on the bottom of the screen and Heart advances with super armor until it runs out. New moves become available, too.
ONE-HIT KILL That fucking hurts!!: 236+CD Poker themed death grab.
Mamiya --- Various hard punch attacks take a star on counter hit as long as Mamiya has energy remaining in her weapon meter.
Bowgun (upper): 236+A (air) Stars: 0/1 High projectile. Fail to reload after ten shots and this command produces a whiff animation. The ground version won't hit crouching enemies.
Bowgun (lower): 236+B Stars: 0/1 Low projectile.
Helmet Bomb: 236+D Stars: 0/1 The trajectory of the helmet bomb can be altered with a bowgun shot. When it comes from above it counts as an overhead attack.
Forward Roll: 214+B
Gabishi Switch: 214+C Refills Mamiya's primary weapon (used for hard punch moves and the Spike Attack.)
Spike Attack: 236+C -> A/B Stars(A version): 1/2, (B version): 0/1 Charge attack. The A version is an overhead. B hits low. If no follow up button is pressed, or Mamiya's weapon is empty, she'll do a weaker low attack.
Bowgun Reload: 214+A If Mamiya gets hit during the reload animation it doesn't count.
Bind Yo-Yo: 623+C Set the yo-yo in place in the air to slow down jumping opponents.
Backslash Kick: 623+D Stars: 0/1 Rising kick move with partial invincibility. Wall bounce on counter hit.
SUPER MOVES Bind Trick: 236236+A Aura: 1, Stars: 1/1 Mamiya ties up her opponent with the yo-yo and she can follow up with a special air combo.
Bike: 236236+C Aura: 1, Stars: 1/2 Ride a motorcycle into the ring? During this move hold back to pop a wheelie, up to jump and press a button to get off.
ONE-HIT KILL Sayonara: 236+CD After throwing a bomb into the air Mamiya must shoot it down with her bowgun to hit her opponent for the K.O.
Edited by immortale - 27/3/2006, 20:05
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