
Joy!
Pachi pachi pachi pachi
Boom!
Is this the form of the King of Fist…?
>>4
I was able to bear this sorrow…
Aiming for stamina victory against the patient.
>>4
>>4
If you die, you will be no different from a mere thin dog!
Slapping the big woman who abuses animals.
>>5
Stop it, I can see the super special move of Ganatch.
While savoring the melancholy of a plain series of small punches that are far removed from the image of Raoh.
Experience the incredible precision of the eye-hand coordination required, which is unimaginable from its appearance.
The king of fists never kneels to the ground.
>>8
So how many times do I have to say that this is Raoh’s own pride in not kneeling from the opponent’s attack?
Relentlessly brings one to their knees.
It seems that after Toki, you’ve come to the tale of the shitty characters.
>>12
How many characters in that game are actually good…?
King Kapan, the Ruler of the End of the Century
Like a stick, it goes slap slap!
The BASARA’s Hideyoshi is playing a flamboyant, outrageous character that doesn’t tarnish his image…
Turn to dust and shatter!!!
It is the first and last weapon I used, prepared to feel shame because I acknowledged the strength of the Toki.
What a historic hairpin!
Why am I not taking any damage from this?
Copan, regardless, charges in with a burst of speed and makes flashy movements, which is quite characteristic of a fist king.
But when I hear that one stab can knock out from anywhere, isn’t that undeniably the King of Fists?
>>24
Joyah! Pat pat pat…
“The gauge is maxed out in the second round, and the start of the Unconscious Rebirth is terrible.”
So you’ve been watching the Shitty Character Chronicles, huh?
If we’re going to do a crappy character legend in AC Hokuto, I was thinking it would be Toki and then maybe add Juda, but unexpectedly it’s Raoh…
>>28
I mentioned it even at the start of the video, but when it comes to the perspective of how bad it is… I was convinced.
After getting hit by something, the only thing the opponent can do is wait for a mistake, and since combo mistakes tend to happen easily, I can’t let go of the joystick…
I wonder if the production team had any thoughts about the basic move of the small slaps from the side.
>>29
They probably didn’t expect it to turn into a game like this in the first place.
Basketball was discovered after the battle drama ended.
>>44
I remember going to watch the Nagano fighting game qualifiers, and they were doing commentary on basketball, but how many times did they hold the fighting game event?
>>53
Is it the one held in Chiba’s pasture after the battle theater successor of 06 and 08?
>>58
Well, I suppose what I watched was the 08 qualifiers.
When the replacement car passed by, everyone really dropped their components.
>>53
It became the battle title for 06 and 08.
Thank you, red pig, for the blow from the rebuff counter Sekkakuko in 06.
>>44
There was a discussion in the past that Mamiya’s bind seems to be designed with basketball in mind, so the developers must have been aware of that, right?
>>29
It’s a production team from the apocalypse that shows off doing a 40 consecutive play of Tsuruyoku with no bugs, thanks to the special disc that comes with the home edition…
It’s too much to call it an image loss while ignoring the fact that in the original work, they’re engaging in a dirty endurance battle against a sick person…
Printing is probably not a good technique after all!
It seems like they plan to introduce Souther as well, so they might introduce almost all characters.
Even if you don’t fully understand AC Hokuto, I think you can tell just by watching that the prints are amazing.
>>34
It warms you up when you have that.
To be honest, I feel like it’s quicker to count how many people are below Raoh.
>>35
No, it is directly under the three strong ones.
>>35
No matter what happens, there’s no way that’s going to happen!
>>35
Try counting from the bottom.
Any start will result in instant death with no gauge.
The power character has performance that matches its nominal value.
It seems like AC Hokuto is full of crappy characters…
The original Raoh is quite a cool guy, which makes his battles against Toki in the second round and against Kenshiro at the end so impressive…!
This can only succeed twice.
Waterfall
The shadow kill being a miss insurance is just too terrible.
Isn’t this character supposed to deal massive damage with a single hit!?
>>46
If everyone gets hit once with a gauge, they’ll die instantly.
>>46
A character with high stamina but is at a disadvantage.
Since every character has an instant death combo, it somehow achieves balance, right?
>>48
There is a disparity, though.
How long can you withstand my strong fist? (smack smack)
>>54
The CPU elegantly finishes with an aerial punch → two light punches → two heavy punches → two heavy kicks → and then a Raging Demon, so Infinite Saizer is really visually terrible.
Rei is a character specialized in aerial combat, so he hardly ever crouches in the first place, which makes it a bad idea to crouch, but it’s really a matchup that works.
I think combo games don’t suit Hokuto no Ken.
Can it become more like SamSho?
>>57
Since the original work often features battles with a feeling of rapidly pressing buttons in a brief moment, it can be said that it’s a combo in terms of combos.
>>57
It wasn’t a combo game…!
>>65
Even without basketball, that boost makes it not a combo game.
I thought it was crazy that there are Taiwanese people who love Raoh so much they moved to Japan.
I wonder what will happen when the Atomiswave reaches its physical limits.
I heard that in terms of crappiness, it’s above Tokirei Yuda, and I was like, really? But if K.I. says so… then I guess it is.
>>60
It’s like the direction of the danger is different.
The outrageous rampage is too terrifying.
Insects are such a terrible technique.
This is a bullshit move that can aim for the top in the fighting game scene, right?
Isn’t it the case that instant death from small jumps is only possible for a very small number of top players in terms of difficulty?
>>62
I think the fact that once the combo starts, it just waits for the opponent to mess up is a pretty high level of being a crappy character.
>>62
Rather, it became a big deal because even regular players could easily replicate it after practicing.
>>95
Because I’m an average player (Shura), I can’t really be relied on…
>>62
It’s just a matter of practicing combos, so it becomes a question of which points are strong.
Even if the maneuvering is over, you can still take the first round with a one chance and cause chaos in the second round with a boost…
The reason everything was about technique in basketball was because of Uozumi…
It’s not much different from what you’re saying about “Muso Tensei,” Inkasatsu.
It’s not surprising if it has incredible performance.
I thought about extracting the data and using an emulator, but…
I wonder how the behavior and stability of emulators for arcade games are.
By the way, if you think about the original work, Ken can also use Musou Tensei, right?
>>73
Of course I can do it.
Furthermore, the fact that they can achieve a state of no thought also leads to weaknesses that can be exploited by Toki.
>>73
This game also has Ken’s Mushotensei.
>>73
Of course.
Raoh has a bigger return, but Ken’s techniques are also quite useful.
It’s sad that there is no feature for seeing other people’s inputs in a game like Hoku, where I want to see them the most.
>>76
The home version has an input display, you know.
While showcasing a robust demolition and a lack of maneuverability that gives off a big character vibe, there are also hints of small skills and cunning techniques peeking through.
It’s really doing a great job of recreating the original work’s shadow assassination.
Boost Grave Shoot Vanishing Strike Heavy Strike
There’s nothing but words that don’t seem like they’re from Fist of the North Star.
>>80
I wonder if they originally developed a different game and reused the system or something like that.
>>80
But, you know.
You are a work that does things like “you are shock” and “welcome to this crazy time.”
>>80
In the midst of that, a word suddenly comes flying in: “apocalyptic stamina gauge.”
But this year’s apocalyptic martial arts tournament was really intense…
>>81
The Taiwanese Raoh has turned out too well…
Raoh is just like Mr. Date in that he has no techniques that allow him to guard and gain an advantage!
It moves slowly, but if it hits something, it’s a one-hit kill; just looking at the description, it seems like a power character typical of Raoh…
I watched the Legend of Shitty Characters, and I laughed because Shiro’s character was so despicable.
I laughed at how Kusoru casually mentioned things like “Bunny” and “Gray” in his Basara commentary.
It seems like Souther is going to introduce it, but which one will he introduce… ?
In terms of character rankings, it’s a weak character, but it has too many strong elements to be introduced as a weak character.
Once you touch it, anyone can be killed, but getting to the point of touching it is tough, and completing it is also difficult.
It’s terrible how much closer it gets to the original Raoh when you hear “It’s different from what I thought!”
Once Ken gets the Unrivaled status, his gameplay will become incredibly strong.
I guess this technique is no good after all.
>>96
It’s good, right? It’s the ultimate secret technique of Hokuto Shinken!
When I think that all that tapping is just a 2F timing, I can somewhat accept the theoretical value being crap.
I think the top tier only faces someone like Raoh…
>>98
The timing is only for the connection from the first small punch to the dice.
>>98
It’s quite lenient on the ground when you grab it mid-air, only pressing the 2F.
So, Raoh’s combos have also developed in a way that can reduce the number of empty Saï.
>>98
The connection from the first die is done by eye coordination, and after that, it continues with rapid button pressing.
Well, due to lag and other factors, it’s difficult to successfully hit that initial timing.
This also has a no-thought rebirth with Bunny Cancel, so the boost recovery amount for active players is even higher.
If you practice, you can improve, and Raoh falls into the relatively easy category.
The most effective real cycle burst for finishing difficulty is Raoh.
Compared to Toki’s combos that repeatedly incorporate flowing dance during the combo, Raoh’s combos are quite a bit easier.
If you can overcome the empty scythe with a 2-frame grace period, it becomes relatively easier to stabilize.
I feel malice even though the opponent is Rei.
Are you saying that if I try to take a counter after a whiff or guard against Musou printing, I suddenly get kicked?
>>108
Yes.
>>108
Yes.
When trying to replace the technique of Raoh with a gauge, there is always the risk of death.
Is it just at the beginning?
Then it’s just crap!
>>111
You think so, right? There is a vast rug of Takisama here.
>>122
Having many opportunities to play with Toki means naturally having many chances to battle against lag as well?
If the Fighting King had been usable, would he have become an even stronger character than Toki?
>>113
I’m at home.
End of the Century Conqueror, King of Fists
Since the timing is completely the same, it can be managed in practice even if you call it 2F.
The greatest enemy is lag.
>>115
I understand that the likelihood of lag can vary depending on the stage.
The Toki Stage is prone to lag, it’s funny.
>>136
Also, Shin’s Southern Cross too.
>>136
I’m using the cheaper one from the same manufacturer during the same period.
The graphic memory is poor, so when sprite processing overlaps, the memory usage approaches 100%, making it heavy.
The Toki Stage has a waterfall flowing unnecessarily and always has 2 to 3 more animation displays compared to other stages.
The match is dragging on a bit because of the end-of-the-century stamina gauge…
The Time of Retribution…
Battle 1
Decide the Destiny!
>>117
(Throwing suddenly)
In terms of how easy the combo is and how quickly you can feel the experience of playing Hokuto, Rei is the easiest and the strongest.
The character design is so versatile that anyone who uses it can feel its strength.
>>118
As was pointed out above, if you don’t remember some air techniques well, there’s just too little for ground Lei to do… Both Koharyu and Urya send the opponent into the air, so you should connect to Shinei or Sokoda.
Hokuto Shmanual Hundred Crack Fist
I think it’s a pretty important work in the history of fighting games that gave rise to the perspective of enjoying the ridiculousness.
>>123
I think there are aspects where the viewers and video enthusiasts have also spread quite rapidly from Hokuto.
In that sense, it is the primordial e-sports.
>>142
Indeed, basketball is a sport…
>>173
Due to the transition from basketball to athletics, there was a time when Ark was referred to as a sports game maker.
>>178
Was the next one squash?
>>178
In fact, basketball has been present since the first generation GG…
Is it a wise decision not to attach a burst like in Guilty?
If there is a burst, is Toki the strongest?
>>124
It is said that they will become overwhelmingly dominant.
It’s too strong when neither of us has a gauge.
>>124
I’m glad that Burst didn’t end up further widening the gap in chances.
I think the gap in ease of touch will change significantly, making it even more exciting.
I felt that it was quite difficult to win, as I heard that this was Raoh’s first victory in a previous tournament.
The Holy Emperor is being broken again…
As for the rhino, the original work is too petty…
>>130
Kancho is also definitely being served here, right?
>>133
It doesn’t work…! I’m using it even when I’m not named, but it really feels like my special move.
When compared to getting a small poke, Toki is definitely better…
It’s really weird to stab yourself in the foot in a fighting game.
>>132
There are some who stab themselves in the stomach…
The video is for home use, but when played in an arcade, the unique quirks of the Atoms board and the lag in each stage make the 2-frame timing much more difficult.
Raoh is getting hit, and the victims often make quite a few mistakes, so there’s no time to take a breather and think about what to do in the next round.
The person doing it is also laid-back, and when the 2F is tough, they really demand a true 1F timing for the skill combo.
Depending on the stage, I have to understand the timing of the button presses for each situation, which can be extremely laggy, and play accordingly.
Whichever side you take, the level of crap is high, and you can understand that when you actually play.
If you take it a bit seriously, how are you supposed to guard in this game! It ends up like that.
I really can’t deal with Toki, Reigen, and Kenshiro.
>>140
Do your best to watch and then stand up!
Huh? A Raou user? A Heart user? Hmm…
>>140
Incredibly simply put, the low-dash break is unbelievably strong…
>>151
Rei’s low damage is still somewhat visible.
The really impossible thing is Kenshiro’s fastest HJ low dash B.
>>151
It’s faster than the mid-level of other games and also continues.
As far as I know, all of Raoh’s attacks are disadvantageous when blocked, except for aerial moves.
It was already mentioned, but for some reason, there are instances where you get mixed up just by guarding at the edge of the screen.
Without a gauge, Raoh is quite solidly fragile.
As long as you have the gauge, you can cancel from any state with a print and it comes with armor that can withstand one hit, only getting wall splatted on a counter hit.
The irrationality of dealing with someone is probably much higher with someone like Judas.
According to DAICHI, the Jaggy stage is always experiencing frame drops due to the rain.
>>149
But the Jagi user at Nakano TRF normally pulls off Cross Spider on the Jagi stage…
Not just in the Toki battle, but in various places, the original Raoh is really sneaky.
>>150
It’s also been said that checking if you can see the death star before fighting is a bit underhanded.
>>150
Your secret is known by Toki! It’s beyond being sneaky and petty, and somehow it’s just sad.
>>150
Not knowing Sauzer’s secret, you used Kenshiro as a pawn and ended up saying “Toki knows your secret!” is pretty lame.
It’s really an interesting game to watch.
>>152
When you try it, it’s difficult to control… you start to wonder what this game is.
>>165
The command input for techniques is a bit different from other games, so it takes some time to get used to it.
>>175
The performance of the base is so low that it won’t read the commands unless you input them really carefully and accurately.
>>165
It feels like the fighting games of the Reiwa era have adjusted their controls to be more user-friendly and enjoyable.
>>152
Tremo is incredibly fun too!
The frequency of lag occurring at the right and left edges of the screen in TokiStage is frustrating.
It’s all the waterfall’s fault.
Blasting the opponent away while instantly killing from anywhere.
→It feels like Raoh!
Joy-ya pechi pechi pechi pechi
→……
In Kansai, where the three-round win setting has become mainstream because it’s more advantageous to play for a long time, the strong characters have become even stronger in this game.
When it comes to Heart, if it gets tied up until the final round, the route that was originally 100% comes with an extra that makes it not 100% due to round adjustments.
In the video, I only touched on it briefly, but having a high seat height is really tough.
If anything, it’s just that combo routes have been developed to be completed in one press now.
In the past, there were more instances where precise timing on the first floor was required.
If you can play in a lag-free environment on Steam, Raoh’s diagram might increase by about +0.5 each time.
Is it rice planting, Ramen King?
>>162
It should have been a combo limited to crouching Ray, but for some reason, the term has spread as an instant kill using Sai…
It seems that they judged the situation where I’ve taken all the stars but my opponent still has a burst to be boring, so they didn’t implement it.
I think it’s actually correct not to have it.
The fact that Raoh is cunning at key points despite being called the Fist King can be said to reflect the original work.
A thread only for those who are into videos.
>>169
There are only a few arcades or home environments where it can be done now…
>>169
It’s still scary that the active players are here.
>>185
The recent apocalyptic martial arts tournament had a nameless participant…
Burst is a system that only strengthens the stability of strong characters.
I wanted to know the details, but it ended without touching on it at all…
Is it correct to understand that the connection from the small pants to the combo via the technique is just extremely difficult?
>>171
When it hits, it forces a grounded state even in the air, and as long as the Sai is out, the two characters cannot separate, regardless of whether they are guarded afterward.
>>171
Well, that’s about it.
In the air, if the foot part of the startup hits, it can forcibly pierce each other, allowing for ground judgment.
The fact that it was said like that is basically the cause of making Raoh the subject of the thread.
>>171
It feels like while the spikes are stuck, the lateral axes of both parties stop moving except for certain actions.
A technique that recreates the stab used to restrict Toki’s mobility in the original work.
It might be a bit inappropriate to mention specific individuals, but…
The Nakano tournament and DAICHI’s commentary were a perfect match for the death man culture, making it easy for video enthusiasts to get excited in a good way.
I still think DAICHI is the best commentator.
The basics are just talking about techniques and combo routes, but it’s really easy to listen to.
I wonder what the reason is for the simultaneous pressing not coming out.
It’s not just one hit.
The fact that there’s drop inertia in the boost means that not only super fast mid attacks, but also super fast empty low attacks are coming at you, which is really dangerous.
In the case of Raoh, both the front and back come with it.
An uncle with a hole in his foot for a sword.
I think about half of the people who can create thread images have given up being human.
The shadow kill technique is way too awful and completely ignores the fundamentals of fighting games, right?
>>188
Doing it, but…
>>188
But if all characters can do shadow kills and play really bad basketball…?
Even the fierce players competing in the tournament sometimes make a mistake with a single hit, so I wonder what’s up with the severity of those simultaneous presses.