Move list for Hokuto no Ken (Fist of the North Star) arcade game. game Copyright Sega Corporation, 2005 Copyright Buronson-Tetsuo Hara/Coamix movelist Copyright Curtis Allegra(aka nohoho) 2005 YOU ARE ALREADY DEAD 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 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. 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. 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. Max charge even blasts blocking characters. (they can mash to escape) Heavy Strike: AB Unblockable. If the strike hits the victim loses one of their seven stars and staggers. 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 Use this to counter mid and high attacks. Ken can follow up with a boost or a fireball. Touki: 236+A Fireball. Hikou Seieikou: 236+C Short ranged attack that reduces Ken's opponent's star gauge. Also, they'll take block damage from normals for a moment. Hokuto Hieiken: 623+B (air) Flying kick. Ken can air dash before landing. Tenha no Kamae: 214+C Ken powers up so that the next special move will reduce the enemy's star gauge. Hokuto Jyoumoushouha: 623+punch (air) Uppercut. The hard punch version is invincible and leaves the ground. Hokuto Jaraikou: 236+D Charge attack. When this move hits you can jump and continue a combo. Hokuto Shichishiki Heizan: in the air 214+A Dive attack. SUPER MOVES Hokuto Zankaiken: 214214+C Uses 2 Aura segments. When it hits a counter ticks down from 3 to 0 at which point Ken's opponent dies. Zankaiken doesn't work on Sauza. Tenha Kassatsu: 236236+A Energy attack. No invincibility. Musou Tensei: 236236+B Ken turns invincible and charges behind his opponent. ONE-HIT KILL Hokuto Hyakuretsuken: 236+CD ATATATATATATATATATA! Raoh --- Hokuto Goushouha: 236+C (air) 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. Hokuto Tenshouraigeki: 623+A Chop attack. Power up with the Donryukohou(see above) for big invincibility. Hokuto Rashouken: 623+C Multi-hit charge. Power up with the Donryukohou(see above) for greater range and more hits. Kanzashi: 214+C (air) Raoh throws a spike on the ground that holds the opponent in place for a moment and reduces their star gauge by one. Musou Insatsu: 41236+D while recovering from a normal move This uses one Aura stock to cancel a move's recovery. Also, it can be cancelled into a jump when it hits. SUPER MOVES Hikou Shinkessou: 214214+A Cape attack. Opponent's star gauge -1. Tenshou Honretsu: 214214+C Charging attack. It's slow and air-blockable but has some start-up invincibility, dizzies well and kills two stars when it hits. Musou Tensei: 236236+B Raoh turns invincible and charges behind his opponent. ONE-HIT KILL Hokuto Mettenba: 236+CD Try to follow up a Banishing Strike(CD) with this. Toki --- Hokuto Ryukojin: 214+C Reflects fireballs. Toukei Kohou: 63214+D Shoots fireballs. Tenshou Hyakuretsuken: in the air 236+C Multi-hit air attack. Hokuto Shourinkyaku: in the air 214+D Mid-air counter move. Hokuto Haryuken: 214+A High/mid level counter. Use the Musou Ryubu (below) to follow up. Hokuto Suibugeki: 214+B 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 Toki charges some energy and attacks. This move hits downed opponents. Hikou Kikkakou(self): 214214+B Toki briefly powers up his Tenshou Hyakuretsuken and Hokuto Sairaken moves. The former move now does star gauge -1. Hikou Kikkakou(opponent): 236236+B Damages Toki's opponent and takes two stars. Also their health won't heal afterwards. Hokuto Sairaken: 214214+C Big, invincible uppercut ONE-HIT KILL Hokuto Yujouhaganken: 236+CD Energy attack. Hits downed opponents. Shin --- Nanto ?: 214+B Sliding attack. Nanto Gokutoken: 623+kick (air) Flying kick. The heavy kick version must be blocked high and launches Shin's opponent. Nanto Ryusoshidan: 236+A (tap repeatedly) Big dizzy power, no damage fireball. Nanto ?: 214+C Big attack that dodges high moves, staggers and takes one star. Nanto Senjuzan: 236+C -> 236+C Charging attack. The first part will miss crouching characters but the second part won't and it takes one star. Nanto ?: close to opponent 63214+A Command throw. Opponent's star gauge -1. 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. SUPER MOVES Nanto Raijinken: 236236+C Fast, invincible blast. Takes one star if the whole thing hits. Nanto Senjuryugeki: 214214+C (hold) Multi-hit attack. When the move is charged up it hits more, runs down the opponent's guard gauge and takes a star. ONE-HIT KILL Nanto Shoukyou Tokyaku: 236+CD Kick of doom. Rei --- Hien Ryubu: in the air 236+A/B Air FB. The B version runs along the ground, while the A version bounces off. Nanto Gekisei Kakubu: 623+punch 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 Diving punch attacks. Both are relatively safe if blocked. Nanto Kyoukaku Shoubu: in the air 214+C 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 Rei does a silly-looking, mid-air charge attack that can be jump cancelled if it hits. Nanto Koharyu: 214+C -> 214+C 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 SUPER MOVES Nanto Seigi Kouha: 236236+A Fast, invincible rush. Danko Sousaiken: 236236+C (hold) 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 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 a little different for Yuda and Mamiya. Yuda (Juda) --- Denshou Reppa: 236+C Fireball. I'll Show You: 236+A Yuda calls out Dagar for a thrust attack. Dagar gauge -20%. Dagar Tactics: 421+B Dagar attacks Yuda's opponenet from the floor. Dagar gauge - 40%. You used me?: 214+B 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 is empty he'll attack Yuda.(!) Dagar gauge -100%. Snap The UD: 623+A 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 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 Comac charges and inflicts a health-draining poison. Comac gauge -40%. Die, like a worm!: in the air 2+punch Air-to-surface thrust move. SUPER MOVES Dam Break: 236236+C 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 ?: 214214+C Charging double slash attack. ONE-HIT KILL Keshoushi: 236+CD Very quick FB followed by a spinning charge attack. Sauza (Souther) --- Kyokusei Jyuji Eihapu: 214+A 2-Hit fireball. Slow, but remains on the screen for a while. Nanto Bakuseiha: in the air 214+A Sauza 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 Spear travels diagonally upwards. Kyokusei Jyuji Ken: 236+A/B/C/D 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 ? Jyujihou: 2141236+A (air) Flying body slam attack. Houou Kotou Gonten: 214214+C Souza's speed increases and his Kyokusei Jyuji Ken moves are powered up for a short amount of time. Seitei Jyuji ?: 236236+C -> 623+C Souza leaps to attack his opponent from above. Slow but invincible. ONE-HIT KILL Tenshou Jyujihou: 236+CD Another deadly kick. Jagi --- Shotgun: 236+A/623+A 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 Multi-hit diving punch attack. Nanto Jarougeki: 214+C (hold, A to cancel) 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) Retreat move. Continue to hold the button to throw a needle that takes a star. Well done, brother!!: 632146+D Low attack. If it hits the enemy's movement is restricted for six seconds and star gauge -1. Match: 236+B Small fireball. See above. Idiot! What will you use to win!?: knocked down near shotgun C (tap repeatedly) 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. SUPER MOVES You're still underestimating me: 236236+A Invincible start-up. Jagi covers his opponent with gasoline. A shotgun or match hit within eight seconds will inflict big damage. If this move misses it produces a larger version of the slick special move. Hokuto Rakangeki: 236236+C -> A/B/C 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 Command throw. 2 Aura stocks. Opponent can "escape" by picking the correct name. ONE-HIT KILL Hehe... I've been waiting for this: 236+CD Burn! Must hit properly for the K.O. Heart-Sama --- 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) Mid-high counter. Heart attacks with his belly. This move can be used as a guard cancel (for 1/2 Aura gauge.) Earth Crush: 214+kick Heart attacks with a chunk of the ground. The D version hits farther away. Hold up to pursue. Earthquake: in the air 2+B Butt drop -> earthquake. The EQ is unblockable but cannot K.O. and works only on opponents standing on the ground. Dunk Receive: 623+punch Anti-air grab. The C version is slower but has more range. Opponent's star gauge -1. SUPER MOVES Kenpogoroshi(Martial Arts Killer): 214214+A A set of staves bounce off Heart and head towards his opponent. Heart's A: 236236+A Instant, damaging command grab. 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 --- Bowgun (upper): 236+A (air) High fireball type attack. 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 Low fireball type attack. Helmet Bomb: 236+D 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 ?Weapon? Switch: 214+C Refills Mamiya's primary weapon (used for hard punch moves and the Spike Attack.) Spike Attack: 236+C -> A/B 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 Rising kick move with partial invincibility. Wall bounce on counter hit. SUPER MOVES Bind Trick: 236236+A Mamiya ties up her opponent with the yo-yo and she can follow up with a special air combo. Bike: 236236+C 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.