This page covers Raoh's special and super moves. His normal moves are explained here.
Hokuto Goushouha
(Land or Air) 236C
Hokuto Donryuu Kohou
214A
A powerup move. Allows for storing of up to three powerup charges, which appear as globes above the Boost gauge. These powerups are used to strengthen several of Raoh's normal and special moves. Having powerup charges available opens up many combo options, and also forces your opponent to have to adjust their play as well, as they have to worry about the devastating powerup chop. As it has fairly long startup and recovery, Kohou should only be used at a distance. Even then, it is almost never safe to powerup when your opponent has Boost.
Hokuto Tenshou Raigeki
623A
Hokuto Raretsuken
623C
Sai
(Land or Air) 214D
Musou Insatsu
41236D (Uses 1 Bar Aura)
Hikou Shinkesshuu
214214A (Uses 1 Bar Aura)
An anti-air super. Raoh throws his cape into the air, catching any opponent within range. This move is completely unblockable - if your opponent is in the air and in range they will be caught.
Musou Tensei
214214B (Uses 1 Bar Aura)
A 'charge' super, that after executing(left picture) grants the ability to use the special defensive maneuver Musou Tensei(middle and right pictures) up to 7 times. While active pressing 6(for mid/high attacks) or 2(for low attacks) in time with his opponent's attack hitting will cause Raoh to teleport behind the opponent. Specifically, the time frame for Musou activating is 5 frames within inputing the forward or downward direction. However, if the lever is returned to neutral within 5 frames of the input, the total time is extended to 11 frames. There is a roughly 15 frame window after attempting to Musou in which it is not possible to try again, which prevents continuous Musou attempts.
Musou charges carry over rounds so it is advantageous to try to get off the super as soon as possible.
Tenshou Honretsu
214214C (Uses 1 Bar Aura)
Hokuto Mettenha
236CD (Fatal KO)