
As expected, this level of stinginess is…
When a martial artist stabs their opponent’s foot along with their own foot, well, how should I put it…
The king of fists will never let his knees touch the ground…
Unconscious Shadow Kill!
Joy! (3rd floor press)
>>5
Slap slap slap slap
>>5
(Waterfall)
By the way, why is this scene a technique…?
>>6
Isn’t there a reason to use it?
I don’t understand the reason for my confusion.
A fist of strength that requires delicacy.
My brother’s unyielding fist that he does not use.
Why doesn’t Raoh take self-damage?
I like the meme where the bird pulls its leg back and only stabs its own.
>>11
It hurts… 😭
I like Joyapettipechi because in a way it’s a one-hit kill.
The strong fist that kills in two combos.
The scene of seeing off the last of the toki and the ending feel somewhat forgiven, but it’s fundamentally deceitful.
So stop the 2a rampage and ja rampage!
Don’t kneel down on your own.
Never kneel down.
However, if the opponent can see the death omen star, that is not the case.
This guy has already made a hole specifically for this technique, hasn’t he?
I think it’s a bit unfair to label someone a coward for only fighting when they see the death star, regardless of the fluffy movements in the story.
>>20
(I can win today…)
>>20
Well then, stop asking if you can see the death star before we fight…
It’s just that the strongest one is this, of all things…
Because I stubbornly maintained not being grounded.
There was a game where Raoh couldn’t crouch.
I like being pinned down by my opponent after making a mistake.
What’s with not being able to do backstages?
What is that low-performance dodge action?
I wonder why they made the Fighting game of Fist of the North Star into a button-mashing combo game.
Did they reuse the system from a game that was canceled?
>>27
Is it because it’s an arc in the first place?
>>27
Isn’t it simply because it’s an arc development?
One weakness is that having high stamina means I can unnecessarily build up the gauge.
The team that created this and Basara X has probably already become a legend within the company.
It’s a game where the adjustments are harsh, but the firepower of each shot is rather high.
The correction is harsh, but since HP is low, it’s a game where you can properly kill once you exceed 100 hits.
I had no particular complaints about it being a combo game since Hokuto seems to actually incorporate a lot of combos.
Rather, there were a lot of complaints at the time about what the English terms for common systems like “Bunny” or “Heavy Strike” were.
I love the movement that humanity has not been annihilated despite the contraction due to COVID.
Is it true that Capcom got really mad about Basara?
>>35
I wonder why they’re outsourcing to Arc when there’s a place in the company making fighting games.
I understand that round calls don’t have the atmosphere of Fist of the North Star.
A game that has a high level of anime respect and properly includes Chiba-san’s narration.
Both Basara and Hokuto are games that really destroy your brain, so in a way, the Arc team is amazing.
It’s not so easy to destroy the minds of some people with fighting games this far.
>>39
I think both the production and the system are excellent.
The game balance produced from that is just completely garbage…
It is said that you can kill from no gauge.
To touch the opponent, a gauge is needed for Muso Tensei, In’katsu, or Guard Cancel.
Someone who can’t die instantly without gauge that much.
I feel like when Basara Cross came out, all of Capcom’s other fighting games were dead before Street Fighter 4.
Although it’s called a combo game, each individual move in Hokuto no Ken has quite a bit of power.
Even if you only have a weird hit once without a follow-up, it makes you think, “Isn’t that kind of painful?”
>>42
The basic system is super heavy and the combo difficulty is high.
The boost is bad.
Since there are parts that are covered by the automatic recovery of the stamina gauge at the end of the century.
When you take damage in small amounts, the recovery amount gets blown away each time, so it decreases more than you feel.
Well, considering the atmosphere of BASARA, I can understand wanting to let Arc handle it.
Basketball is like the misuse of a system, so players have their faults.
If it can be used as it is, then of course I will use it.
I’m curious about how people used to play before basketball was invented.
>>48
The Toki is too strong.
>>50
It’s too funny that when basketball was found and a ray of light shone, Toki naturally became stronger.
>>48
I was always pinned down by Toki and Rei.
The counter sigh has decreased too much!
The A of the live hit heart is decreasing too much!
The pursuit and follow-up attacks are too reduced!
I know you’re strong, but if you keep doing it repeatedly, I’ll laugh, so please stop.
Souther’s throws seem to decrease a lot, you know?
Also, the Kirisake! It decreases a lot.
That’s exactly where Raoh significantly decreases in a single hit.
I understand that the drop speed increases with the combo count, but why does it bounce?
>>54
The formula for calculating the velocity when bouncing is the falling velocity × 0.3.
If the fall happens faster than expected, the bounce speed will increase with a constant bounce motion time, resulting in a higher altitude.
In short, the game’s mechanics and the system for preventing permanence did not align as well as expected, resulting in a higher number of hits than anticipated.
The boost system was too unique.
I never thought I would be copied in Street Fighter 6 twenty years later.
Self-destruct techniques are something for those weaker than you to do, right?
There are some things that seem easy to do when watching in a video, but are difficult to execute myself!
There are various damage reductions, so combos don’t deal much damage.
But if you can finish a combo unilaterally and win, you’re going to do the combo, right?
One-hit kill techniques need to be treated as completely gimmicky like in Guilty Gear… (tee-reet-teh)
It’s a knife that looks like a fork.
>>64
Not a knife, but a sai.
I’m glad it’s not a game like Hokuto 6 where you have to kneel.
I feel like Shin was relatively well-regarded when it first came out.
>>66
I remember that the first famous video of Hokuto was when Shin flew away with an opening boost in the second round and did the “tee-re-tteh!” thing.
>>72
The video of the second round, featuring a knockout from a Boo-Koma throw, shows the event on the first day of operation.
>>78
It’s impressive that you’re using Boo so well on the first day…
>>82
Before the round starts, everyone knew from day one that you could use E while holding it down to get an opening boost.
>>66
┌┤´д`├┐
>>66
In the very early days, it was definitely Shin 2 strong or 3 strong.
It’s amazing how Jaggy is being rated as if he can do anything in basketball…
>>67
For now, I’ve managed to get a one chance, but the journey to get there is tough, so it feels like I’m not moving from a weak character.
You need to let out a certain amount of gauge, or it will be tough to maneuver.
You have to do that while preserving the cage for basketball.
>>85
There are quite a few things that fundamentally can’t be done, like removing landmines or stopping nagging…
This has a wider range of impact than Raoh, doesn’t it?
I recognize myself as the strongest, just to be sure.
The death omen star is visible = fighting oneself and dying.
The death star is not visible = Not fighting against oneself.
It’s a theory, but having finished reading Hokuto, there’s no way my depleted IQ can understand that.
>>71
The author’s IQ must be declining, not realizing that the order of the death omen star and battle is actually reversed while pushing this production to go ahead.
You need to practice a lot before you can actually be put into a basketball game.
I think it’s a god game with training elements inherited from the original work.
>>73
It’s funny how players who have reached the peak are still being called “Shura.”
Is that so?
At first, Raoh was discovered to have a bounce, which raised Raoh’s character rank, but it was also found with Mamiya.
After that, it was naturally discovered at a late stage, and in the end, not much changed.
For the first week of operation, Shin Sauzer was strong.
>>80
It seems like the two haven’t changed what they do since then.
I thought it was quite interesting and admirable to incorporate a technique that is originally a one-hit-kill move into the tactics of actual combat.
If you still can’t see the death star, it seems more appropriate to say I’ll give it a good squeeze…
If it’s a proper system without permanence or bugs.
In the end, I wonder if Toki became the strongest.
>>86
If Nagi and Rei’s aerial actions are treated as bugs, it seems like Ken and Raoh would be strong when they fall.
Even now, if you’re just playing casually without much knowledge, Shin is easy to understand and approachable, which makes it understandable why it was highly rated in the early days of operation.
Even though I take pride in being able to fight with my own will and being the strongest, it seems that the reason the opponent can’t see the stars is just that.
>>88
It’s strange to make someone leave for that reason.
“If you want to talk about how it’s going to end up as a no game because of outside interference, you can just say it, but you don’t.”
It is likely a feature that increases the drop speed according to the number of hits to prevent combos from connecting too much.
The text to be translated is missing. Please provide the Japanese text you would like to have translated.
The upward speed during a bounce is proportional to the falling speed.
= Jumping higher and higher according to the number of hits.
That’s the reasoning, right?
Putting aside basketball and various game balances, I just can’t understand the specific combinations that trigger the guard gauge. Why on earth did they bother to include such a system?
It’s really nonsensical that each value after getting up is being adjusted.
The powerful punches are impressive, but it’s the cunning that makes for that strength.
The one whose rank changes the most without any bugs is Judas.
>>96
The fact that being downed is maintained in a hold is also a bug.
There are techniques like Rakan, Senju, Gure, and glowing techniques.
The top ones are all just shining.
It’s insane that it’s been played for nearly 20 years.
Isn’t it rare in arcade games?
>>99
Even with a fighting game restriction, 3rd Strike and Super Street Fighter 2 have a larger player base.
>>99
Fighting games can be played with just two people, so there are surprisingly many… And the biggest enemy is the lifespan of the circuit board.
Even in a household setting, if the tropics are still active, it might be quietly continuing on platforms like Discord.
Judas, fix the household bug first.
Is Ken’s affectionate Gure a bug too…?
>>101
Of course.
What are you checking?
I think the advantage of knowledge about vital points is the greatest strength of Hokuto Shinken, but I wonder why they ended up going with the rough style.
I guess Toki was just too much, huh?
>>102
I’m using the secret techniques normally, but…?
>>102
Most opponents are just weaklings that don’t even require using pressure points.
Of course, I’ll use secret techniques too.
>>113
If you think of it as using a secret point as a hidden card, it feels even more sneaky…
>>120
In terms of the advantage of pressure points, the Hokuto Shinken has always been like that.
>>125
Even the village elders around here have heard about it.
Tobeyurya!
If you want to play basketball with Jagi, you need to at least hit or guard Vani to recover, so the journey won’t be easy.
I want Boo 2.
I wonder if any former developers could come out and explain why it was released with those specifications, like General.
I understand that it’s difficult with copyright issues and compliance in this era.
>>105
If it’s just a little, it should be in the Arcadia interview from that time.
Raoh is prohibited from using Coke.
>>107
The eternal Sai is going to become Ray limited──
I don’t know how much of it regarding Judah is a bug.
The mystery of your body is known to Toki!
You can’t hit the pressure points with Raoh’s thick fingers.
>>110
You can push it with your foot, right?
If Fudou had participated, there might have been a technique where an arrow would fly in from behind.
>>116
Like a puppet on a stick!
The other day, in a video explaining the gorilla from the Warring States period…
When I saw the cheat technique of being unable to guard because reinforcements don’t stop even during a blackout.
Ah, this is where I studied about Judah from Hokuto! I felt like I was in a Study Group.
It seems that the secret technique was very effective in instilling fear for the purpose of control.
New Blood Sorrow
Well, if you take Raoh to the edge of the opening screen, you can trap him.
I heard that the Hōkuto cabinet is really nearing the end of its lifespan.
>>126
If we’re talking about lifespan issues, the CPS3 board is much worse, so the Atomiswave board is not that bad yet.
>>126
In Blast City, there are still plenty of used ones available, so we can keep exchanging them.
Atomis and ROM look stronger than regular boards, so it should be fine.
I’m good at hitting pressure points to the extent that I can do it while being blindfolded with a cloak.
In the very early stages, it seems that Shin South Ray was considered strong.
Isn’t it that Hōkuto won’t see as much population growth because it essentially requires installation without any real transplantation?
Sometimes let’s talk about the Holy Emperor…
>>134
Thin
>>134
Characters that can be the optimal solution by doing nothing against wake-up pressure.
>>134
On the first day of operation, I was able to eat food in the unseen lower middle section.
The deadly combination of boost and guard cancel was exposed and came to an end.
>>134
In the Phoenix Call Battle, the combo correction is inversely applied (up to 10 hits), which is a feature that doesn’t matter at this point.
>>146
Fuhahafuhahafuhahafuhahafuhahafuhahafuhaha
It’s understandable that Raoh’s large body makes him an easy target for attacks, but…
I laughed at the story about a mysterious phenomenon where you can still get flattened even while carrying a bag on your back.
What the heck is that?
Be careful, because it will freeze if you put in more than 99 credits.
It’s a circuit board that has no impact even if you leave the bug rising dragon for three days.
In the fighting game genre as a whole, it’s not uncommon to see games with this kind of longevity.
When considering it as a licensed fighting game, its popularity is abnormal, and because of that, there are issues with being constrained by the license which makes it difficult to port.
I wish they would casually release GO like Marvel does.
The repeated crouch punch really is an unattractive combo, isn’t it?
>>142
Complete denial of basketball?
Well, certainly.
>>142
But it’s difficult.
Most characters have weaknesses in their defensive aspects, albeit to varying degrees…
Except for that time, you know.
>>145
The toki has a weak point that is easy to peck at.
It seems like there are no weaknesses because it’s a game where you die instantly before you can even jump into basketball.
Isn’t it also Raoh that has moments where you can’t switch between standing and crouching guard?
Without basketball, it’s actually a pretty decent game.
Except for the crested ibis.
I haven’t tried it, but I’ve heard it’s full of timing-based combos.
>>153
The only one that fits the term “timing” is probably the small slot machine in the thread image.
The rest is all about the sensations in my fingertips, filled with delays and variations in pressure.
I’m a Holy Emperor user, but I could talk for half a day about how tough it is on Toki.
>>154
I think it’s quite something since if you guard against Toki’s attack, you’re usually dead.
There was also a one-hit throw from Boukoma, but thanks to 2B’s posture, Shin was considered the only contender that could take down Toki, who was running wild in the early stages of the game.
Weak enemies are taken down with a single hit, but fights between named characters involve quite a bit of back-and-forth, right? – Original Work: Fist of the North Star
I like building up the gauge little by little with calls in between bouncing the opponent.
>>159
It’s a bit embarrassing to go all the way to Parapara…
Who would excel at it, the Holy Emperor?
>>160
When on the offense, they are really strong, so they’re the type of character that often has a practical value of Diamond rank or higher, so there aren’t that many strong and weak points.
>>160
Jaggy and Heart
>>160
I can do it: Heart-sama, Jaggi, Mamiya
Normal: Shin
A little tough: Ken
Tough: Raoh, Rei, Juda
Impossible: Time
In my experience, it feels something like this…
In the first place, there are characters with the Millia-style that stack hits and perform wake-up pressure, so don’t implement a 1-frame throw that didn’t even exist in Guilty Gear at that time.
It’s fine if it’s just a timing-based combo, but the drop in processing and frames where the input doesn’t register get in the way.
>>162
I wonder what kind of person can consistently hit the timing on the left side of the Toki stage…
A nameless person said that the King who is hitting the mark on the left side of the Toki Stage is too amazing.
The opening heavy has no risk.
>>168
Die from small fry offset.
Since the spread of release-inputs, it has stabilized, but after the 2006 tournaments, there was a kind of taunt that it became normal to be stable, like with input drops and timing checks.
While it’s often said that it’s all about the Toki, there are many other techniques in fighting games from that time with incredibly broken performance.
>>171
Well, in fighting games, it’s common for 60% of the characters to be top-tier.
That’s a bundle of performance that makes you wonder what the hell is a Judah.
In the first place, you can’t tell how long it is until you see the death star and die.
Just because you fight someone you have seen doesn’t mean you can feel safe.
>>174
It’s not that I’m confirming to feel at ease.
The opponents destined to fight me are all a reflection of my confidence in the fate of being killed by me.
>>185
Can’t see it? Then you shouldn’t be fighting me…
>>191
So I’m fighting Kenshiro, who can’t be seen.
“Just with my own interpretation, ‘Those who are seen by me are destined to be killed by me~'”
If you’re going to come at me, I’m full of motivation.
It just feels like they abandoned adjustments with the attitude that they can crush the dam with a throw.
Because of the Nagigar campaign, it will be even more so.
It’s not just the dam, the whole area around Komaq seems strange, Uda-sama.
Shoryu and Ichikoro are both excellent.
Well, it’s strange that Daga Girl and Daga Can are also like that.
Souther, Jaggi, and Heart are all extraordinarily strong compared to other fighting game characters with similar concepts.
To survive the end of the century is only painful.
When it comes to Raoh users, it’s GX and Tetsu.
The development skills of these two people were amazing.
It seems like you made a mistake in the numerical input; Judah’s bunny is nice, right?
Is it true that Jagi is a strong character in other games?
>>181
It’s okay to ignore the useless “what ifs.”
>>181
First of all, when there is a boost, most characters in the game cannot do anything and lose.
>>181
It sounds like a story where Akuma is dominating in Tekken, but I don’t know for sure.
Falling Calm
Daga Kyan
Determined
>>183
But after watching the finals of the Apocalypse Martial Arts Tournament, I still think Musou Kinkatsu is the worst technique.
>>192
If you’re going to ignore all that preparation, then Mamiya’s bind is ruthless.
It seems that Uda has something like a projectile weapon with an actual lock, like a komak, so it’s hard for them to become weak…
You can use three types of projectile weapons: Reppa, Komaku, and Dagal.
When you start comparing to other games, Arc’s characters generally can’t go anywhere else.
If the decision of self-denial is set, then according to the death omen star, Rei will die.
Raoh will die too.
It is difficult to have countermeasures against Lord Heart, not just for the Holy Emperor.
I’m not even looking for it…
The fear that even though enhanced printing can deceive everything, Raoh’s maneuvering is still questionable.
I often feel that GGST aimed for a gameplay style similar to Hokuto.
Even in the video scene, the combo damage is high and it’s fun to watch, or something like that.
Well, the initial concept update got lost somewhere…
>>194
???
Where is it????
Because it’s Raoh, it’s excusable (not excusable) printing.
A star of death is above my head! After being surprised, my reaction is, “Hehehe, how interesting!”
After I understood the secret of Toki’s strong fist, I cried uncontrollably.
Choosing a fight where the opponent is weak and victory is certain, rather than merely enjoying it, is essentially a battle maniac at heart.
I thought the rush in Street Fighter 6 was similar to Hokuto, but that’s about it for recent games.
I like how Kenshiro’s vacuum wave is treated like he’s dancing lightly due to the motion.
Mukou Kage Katsu has a performance that resonates with Toki, who judged that now is the time set by the original work! So I think that level of performance is just fine.