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Hokuto no Ken Advanced Gameplay FAQ

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Keep mind that this FAQ is a work in progress. It is not finished yet and things are subject to change as I gather new info.

Currently Boosting is all that is done for now. If you find an error somewhere, please let me know so I can fix it.

Anything marked in [ ] is stuff I need to double/triple check in the game later to make sure it is accurate.

I. Notation Guide

Here is the basic notation used by everyone that should help you understand what people are talking about better.

Numeric format of input:

The number listed in the notation are directions. To understand them, look at the NUM PAD on your keyboard. Basically, they correspond like this:

7 8 9       UpBack     Up      UpForward
4 5 6  -->  Back     Neutral     Forward
1 2 3       DownBack  Down   DownForward

Button Layout:

A C E
B D
Different people write the buttons differently. You will see different notations such as the following:

A - Light Punch

B - Light Kick

C - Heavy Punch

D - Heavy Kick

E - Boost

You may also see them written as P, K, HP, HK, S. These are the official buttons for the console version.

f.D - Far version of Heavy Kick

c.D - Close version of Heavy Kick

j.A - Jumping Punch

jc.A - Jump Cancel into Punch

sjc.A - Super Jump Cancel into Punch

> - Jump, or otherwise leave the ground.

|> - Land on the ground

, - A wait, pause, or Link in the combo (signifies that you do not directly gattling moves together)

[A] - Hold down Punch here

]A[ - Release Punch here

CDE - Hit Heavy Punch, Heavy Kick, and Boost all at the same time.

C~E - Roll from Heavy Punch to Boost. Generally around a 1-2F between button presses.

(236A)*10 - Repeat 236A 10 times or so.

10F - 10 Frames, the unit of measurement for length of time in fighting games. Hokuto runs at 60 Frames per Second.

JI - Jump Install

AG - Aura Guard

IAD - Instant Air Dash

TK - Tiger Knee

II. Boosting

Basics

The basic idea of boosting is that it allows you to move forward rapidly by consuming Boost meter. However, you can boost during moves. This gives you many additional offensive, defensive, and movement options.

Normally during a boost, you cannot stop yourself from moving forward other than by attacking. Normally, you cannot throw, duck, or jump while Boosting.

You can boost almost anything. However, certain moves stop you from boosting at certain times. Supers you generally cannot boost at all. Throws you generally cannot boost until you have actually 'thrown' the other person. You can boost while you are already boosting, to continue moving forward rapidly.

Boosting can generally be accomplished by just hitting the E button. You cannot boost while holding backwards. After a clean CD connect, you can utilize 'auto boost'. To do this, just hold forward after the CD connects and you will automatically boost forward. You can only autoboost a CD that hits the opponent on the ground, or if it hits against an air target outside of a combo.

Recovery Boosting

The first main usage of Boost is to cancel the recovery of a move. The idea is to hit the Boost button as soon as a move has connected, and it will cut the remaining active and recovery time into a forward boost. For comboing purposes, this will allow you to continue combos where you otherwise wouldn't be able to. A basic example for Raoh is to boost the recovery of his rapid punch attack into his launcher:

623C E AC ...

You can also use Recovery Boosting to save yourself when you miss a move. For example, if you throw a heavy uppercut with Kenshiro (623C), you will normally have a lot of recovery time. You can hit boost to move yourself away rapidly and cut recovery time. Note that when you wiff a move like this, you cannot boost until the recovery of the move, not during the active time.

Note: When Recovery Boosting an air attack, you will continue on your 'boosted' motion even after you hit the ground, so you will essentially 'hit the ground running'. You will notice this is not the case with Startup Boosting. Keep this in mind, as it means you cannot immediately jump OR block again after hitting the ground!

Startup Boosting

Another easy usage of Boosting is to boost the startup of a move. What this does is causes the move to still execute, but your character will move forward rapidly before the move goes active. This is especially useful for unblockable strikes and moves with short range. A simple example is to begin charging up a CD attack, and then hit E shortly before it releases.

Note that startup boosting does not cancel out of the move like Recovery Boosting does. Also, if you wiff a move, boosting the active time still counts as startup boosting, whereas if you connect with the move, boosting the active time will count as recovery boosting.

Note: When Startup Boosting an air attack, if that boost causes you to return to the ground (see Post-Boosting for an example of why it would), you will not maintain your boost momentum when you hit the ground, and the air move will simply be canceled.

Instant Attack Boosting

Another important technique you can learn is that you can instantly cancel something into a Boost, but instantly cancel that Boost into another move. This allows you to chain attacks together quickly and easily. A very common example is the input CDE, which is to say you hit Heavy Punch, Heavy Kick, and Boost all at the same time. The result is that you instantly boost into a CD attack. An easy example with Kenshiro is to do:

2B 2B 236CE CDE 6 ...

In this combo, Kenshiro instantly boosts into his 236C, and then instantly boosts into his CD attack. This is a very useful technique and you will use it all the time.

[Check]

There are a number of places where you cannot Instant Attack Boost however. You cannot IAB supers, and you cannot IAB from one special move to another (such as doing 236CE 236CE). You can always IAB command normals (such as AB, AC, CD), but you can never IAB regular normals (such as doing C CE) unless you could normally chain into them from the previous normal anyway (maybe?).

For such situations, use Pre-Boosting instead.

Pre-Boosting

This is basically a slightly adjusted version of Instant Attack Boosting used to get around situations where you normally can't use IAB. The idea is to start a boost, but then almost immediately cancel into a move. An important thing about Pre-Boosting is that it is guaranteed that the Boost does not effect the movement of the special move when you do this. If a move stops you mid air (such as Raoh's 236C), Pre-Boosting it will still cause you to pause in the air when he does the fireball.

To do this technique, all you need to do is input the motion of the move ahead of time (if needed), and then roll from Boost to the button needed to do the move. For example, Kenshiro can do this:

236C 236236E~A

Post-Boosting

This is an extra trick that can be done with Instant Attack Boost. Instead of Boosting immediately into a move such as in Pre-Boosting, you do a move immediately into a Boost.

This technique is useful because unlike Pre-Boosting, it changes the normal movement of the move you are boosting. What will happen is that you will first receive any initial movement changes of the move, and then you will cancel that into the boost effect movement. This allows you to make certain moves move in ways they are not supposed to.

For example, normally Raoh's air fireball (236C) causes him to stop in mid air and then fall strait down. You can modify that behavior with a Post-Boost by doing 236CE. What will happen instead is that Raoh will stop mid air as normal (thus killing all upward momentum), but then the boost will cause him to plummet downwards. Since this is a form of Startup Boosting, the fireball still goes off, but Raoh is chasing closely after it.

An application of this is to confuse the other player. For example, Raoh might do this:

2C 8 > j.236CE |> Throw ...

What will happen is that Raoh will jump, appear to throw a fireball, but instead immediately land and throw the enemy.

Note: Post-Boosting is just an extra trick that can be done with IABing ... functionally they are the same thing. Inputting j.236C~E and j.236CE from neutral nets the same Post-Boosted results because they are both overriding the move's normal momentum (as opposed to j.236E~C where the move's momentum overrides the Boost's). However, because of Hit Pause Canceling, these different inputs may NOT be the same when done while canceling another move! You can use the input j.236C~E from neutral to ensure you don't get a pre-boost, but you will have to be careful when doing this from combos!

Quick Summary

Recovery Boosting: Canceling the recovery time of a move into a boost.

Startup Boosting: Boosting the startup of a move.

Instant Attack Boosting: Used when you want to instantly cancel one attack to another using Boost. It is Recovery Boosting the previous move and Startup Boosting the following move.

Pre-Boosting: Alternative technique used where Instant Attack Boosting doesn't work, basically a usage of Recovery Boosting.

Post-Boosting: Extra trick that can be utilized with Instant Attack Boosting. A usage of Recovery Boost.

Hit Pause Canceling

One very important thing that is not immediate obvious to Recovery Boosting is that it allows you to cancel HIT PAUSE in addition to active and recovery time. Hit Pause is the effect where the game will pause both characters slightly after a hit to emphasize the effect of the hit. This time also normally helps you to buffer moves in a combo. Because you can cancel this time, it allows you to combo things that would otherwise not normally combo. Coupled with Instant Attack Boosting, this becomes very useful for certain combos.

In practical terms, this just means that in some combos, timing your input becomes much more difficult and specific than normal. An example combo that requires this technique is this Thouther combo:

2B 2B 236A 236C CDE 6 ...

It is necessary here because normally, 236C does not cause enough hit-stun for a CD attack to combo into it. What you must do is input the CDE early into the hit pause, allowing Thouther to start moving before the other character even begins his hit stun recovery time.

To put it into numbers, imagine that 236C causes 10F of hit stun on the enemy, after which he can block. If the CDE attack has 15F of startup, it cannot combo even if normally instant boosted. However, if there is 6F of hit pause on 236C, Thouther can instant boost cancel the first frame of hit pause and allow the CD to connect. You'll notice however that this only leaves a 1F margin of error for the combo, NO buffer at all. This is why input timing becomes much more difficult in these situations.

Run Install Boosting

[Check ducking + Aura Guard]

Before I said that you normally cannot jump or throw during a Boost. While this is true, there is a way around it. If you run before boost, for some reason you will retain the ability to jump and throw. This allows for some additional options which can be quite helpful.

To instant boost throw, you can input this:

66 E 4C

You can also use it as a confusing instant crossup technique by doing:

66 E 9 44

This will make you boost forward, jump over, then air dash backwards for a 2 part crossup.

You can also use this to allow you to Tiger Knee moves during a forward boost. For example with Thouther, if you can force the enemy to block his air projectile, you can do:

66 E 2147A

Neutral Boosting Moves Ending with a Backwards Direction

Ever notice that it's difficult to boost a move like Thouther's 214A? That's because normally you can't boost while holding Backwards. The solution to this problem is to return the stick to neutral quickly before inputting the button and boost. You can do this for supers requiring such motions as 214214. So now Thouther might do something like this:

j.214 5AE

or

2147 5AE

or

66 E 2147 5AE

Raoh on the other hand, some times wants to boost cancel his f.D into his ground 214D sai attack. To do this, he must use Hit Pause Canceling and Neutral Boosting to do the job. It looks like this:

[Check]

2B 2B f.D 214 5DE

Boost Meter Consumption

The boost meter behaves somewhat uniquely in how it empties. There are three blocks of meter, each one considered to contain 100% (so the max is 300% boost). Every usage of a Boost (auto-boost or not) consumes some minimum chunk of boost meter. If the current block of boost meter has any remaining boost after this minimum is consumed, it will begin to drain slowly until that block is empty.

For example, if you have max Boost (300%) and use a boost that requires 50%, it will immediately drain 50%, and then the remaining boost in the final block will drain away, leaving 200%.

If, however, you only have 210% boost and use a boost that requires 50%, it will reduce you down to 160% initially, and then continue to drain your second block until it is empty, leaving you at 100%.

There are a few ways to exploit this to your benefit. First is that as long as you have at least 100% boost, you can boost no matter how full either the second or third blocks are. So, if you have 160% boost and use a boost that only consumes 50%, only your second block will drain and thus you will still have 100% boost left over (and the first block will not drain at all).

Second, you can continue to use boosts while a block is draining. If you have 200% boost and use a boost that consumes 25%, you have 175% left that will start to drain … so you can perhaps boost 2 more times that consume 25% and only use up that second block (which you would lose if you didn’t anyway). The reason you can only boost 2 times instead of 3 is that the meter will be draining between uses, so the leftover boost after 3 uses would probably be closer to 15-20% or less. Keep in mind that if you accidentally go slightly over, you will eat into the next block and then you will have consumed 2 blocks total by the end.

[Need consumption % chart here]

III. Stars

Basics

As you should already be aware, you can knock off all of your enemy's 7 stars to allow you to do a Fatal KO. You get back 1 star each round if you have less than 7, you get back all stars if you get Fatal KOed. You also get 1 star back if the enemy wiffs their Fatal KO.

What knocks off a star depends a lot on the move you use. Some moves guarantee a star, some will only get one on a Counter Hit. Check your character's move list (in game or in the manual) for a list of how many stars each move knocks off.

In general, scoring a counter hit with a special move or command normal increases the star removal by 1.

AB attacks will always knock off a star. CD attacks will knock off a star if they connect (are not blocked). A charged CD attack will only knock off a star if the enemy hits the wall they are sliding towards. They will not lose one if they shake out.

In general, launching someone with an AC attack will make the next air special move you do knock off a star. You can only normally do this once for each special attack (so you cannot knock off 2 stars with Raoh's j.214D if you launch them twice with AC). Note that this star taking property is applied to the move itself, it is not a property of the combo. That means that if the other person techs or lands OTG and stands up and gets hit by the move, then can STILL lose a star (So for example if Thouther misses with a j.214A but it connects after the enemy techs, they can still lose a star from it).

Some characters have special normals which count as launchers just like AC attacks. They can use these launchers to also knock off extra stars just like an AC attack does. The most obvious example is Thouther's 5C attack.

BD Command throws will always knock off a star.

Normally, the max number of stars you can ever remove in a combo is 3. After that, typical star taking moves will no longer take off stars. Dizzying the enemy does reset this number after the current combo is dropped, so it is possible to knock off an additional set of stars after a dizzy.

Relaunch Star Glitches

Thouther's j.214A attack is special in that it is a two part move, the first hit is physical and the second is a projectile. It seems that because of this, a special glitch can be used with the AC launcher. What happens is that each part of the attack counts as a separate attack, so it is possible to knock off two stars by relaunching with a second AC. A typical example combo is:

AC > jc.C 214A |> AC > jc.A 214A

The physical hit will knock off 1 star the first time, and the projectile will knock off the second star on the second launch.

This may possibly be a generic engine glitch, however as far as I know this is the only special move in the game with the properties needed to do this.

Jump Install Star Glitches

Jump Install is a bug that originated from Guilty Gear. The basic idea is that jumps have a few frames of startup, during which time properties get set in preparation for the jump. The jump 'install' then is the act of canceling this jump startup into another move, which then causes the jump to never happen and the next move to execute. Doing this leaves these special jump properties set even though the character never jumps.

To perform a Jump Install, the basic input is the same as a Tiger Kneed motion, except you must input the button press BEFORE you leave the ground as opposed to after, and of course you must perform a ground move as opposed to an air move. The notation tends to look the same as TKing, so typically Jump Installing is specifically labeled as such when used in a combo.

What this means for Hokuto is that the property of taking off a star from a launcher can be 'installed' and used without jumping. Thouther is unique in that his 5C attack counts as a launcher like AC but can also be special canceled, which means he can do this JI glitch very easily:

AC > jc.C 214A |> 5C 62369C(JI), A C 2147A(JI)

The first JI is for a C Spear. The spear normally does not take a star, but will when JIed off a 5C properly. The same goes for the second part, which is to JI into his ground projectile, which also normally does not take off a star. The end result is a -3 star combo.

For other characters, they must JI off an AC but also Boost in order to special cancel. An example for Shin is to do:

CD 6, 5C AC 8 2145E~C

Normally the 214C only knocks off a single star, but when JIed, it will knock off two instead.

Breaking the 3 Star Limit

Despite that typically you can only knock off 3 stars in one combo, there are certain ways to get around this behavior.

BD command throws, when used to start a combo, will actually break the 3 start limit. That is to say that the 3 star limit will no longer apply AT ALL to your follow up combo! It is possible to take 4 or 5 or more stars in a combo because of this.

Mr. Heart has an infinite on certain characters which combos his BD throw into itself repeatedly in Iteyo mode. Because they are BD throws, they break the 3 star limit, allowing Mr.Heart to achieve a very fat -7 star combo.

[Check]

Supposedly there is something related to charged CD attacks that can also break the limit but it is unknown currently what the deal is.

IV. Wallbouncing

Wallbounce Basics

Unlike most fighting games, Wallbounce in Hokuto is actually a 'state' you can be in. Instead of simply bouncing off the wall, you are instead put into a state of being wall bouncy, where any hits that hit you will cause you to be blown back to the wall again. Because of this wall bouncy state, you can make up a lot of new combos.

To put the enemy into Wallbounce state, you need to connect with a move that specifically causes it. Everyone's CD attack will cause wallbounce. Each character has additional moves that can also cause wallbounce, often only on counter hit however. Look up the detailed moves lists for each character for a better idea of what your character can do.

Wallbounce Height + Distance Effects

Each hit that connects during a wallbounce combo will bounce the enemy back against the wall, but each hit also changes how high up on the wall they bounce. Hits may also change how far from the wall the enemy bounces before plummeting toward the ground.

Wallbounce height gravity works pretty much like regular gravity. When the number of hits is low, each hit will raise the enemy up higher against the wall. The more hits into the combo, the more weight, and thus eventually they will begin to drop slightly with each hit of the combo. In addition, after the enemy bounces, they will start falling downward towards the ground. Infrequent hits will tend to cause the enemy to fall in height due to this, which may be a good or bad thing depending on the combo. Likewise, hitting the enemy rapidly at the start of a wallbounce combo will cause them to rise up quite quickly.

Wallbounce gravity is based on the number of hits in the combo. If you have a lot of hits before you start a wallbounce, gravity will still start very high. There appears to be an engine limit on the minimum time a person can be wall bounced and/or how long it can take for them to hit the ground after being bounced, so some simple combos are always possible no matter how strong Wallbounce gravity is (such as Raoh doing CD 6 214214A).

Wallbounce distance is a bit more strange. Basically there is a certain distance that the enemy will fly away from the wall before they will start to fall downwards. Normally this distance is very short, only a few pixels (or none at all maybe) and they drop like a rock. Certain moves and normals will actually change this however, causing what is referred to as 'far-bounce' state. Far-bounce makes each bounce much slower because the enemy has to travel much farther to and from the wall, which makes it possible to do different combos, often allowing much less frequent hits without the normal loss in wallbounce height.

Starting a far-bounce seems to tend to be based on using light hits, usually a j.A or 5A. Which normal or move you use is really dependant on your character and the combo though, so again you'll have to look up specifics for your character on what to use. Here are a few example combos which use far-bounce, the hits which cause far bounce are bolded:

Kenshiro: 2B 2B 236C CDE 6, 2C D 236D > IAD j.A |> 5D 236D > ( IAD j.B |> 236D )*2 > IAD j.D |> 236236A

Jagi: CD 6, c.D D > IAD j.D |> 5A, > ( j.B, j.D ) * 3 |> 236236A

Thouther: CD 6, 2C C D 236A, 2C 623A, ( 66C 623A )* 3, 66 AC 2147A

Raoh: CD 6, D 623A E 2C > IAD j.A C |> ( j.B, j.B ) * 3 |> j.B, 214D ...

Mamiya: 2A 2B 2C CDE 6, C AC 2369A |> 5A, > ( j.B, j.B ) * 3 |> C 236236A ...

Debounce + Rebounce

Normally, an enemy is stuck in Wallbounce state until they hit the ground and they enter OTG state. However, Debounce is a glitch where you can return them from Wallbounce to a normal combo state. The real benefit of this glitch is that gravity is reset when they are Debounced, so you can get even longer combos than normal with this.

Keep in mind however that horizontal pushback is not necessarily reset when you debounce someone. Raoh in particular can suffer this if he spikes someone directly in the corner. Also keep in mind that if you Rebounce someone (more on this later), wallbounce gravity and pushback is NOT reset at all, so they will likely be very heavy and you will get pushed very far back.

Debouncing is somewhat character specific in usage but not really very hard to do. Some moves or supers will simply debounce automatically. Connecting with a CD attack while someone is already bouncing will always debounce them, with any character. Making use of the debounce is slightly harder.

The first way to combo off a debounce is to simply have a move that allows you to. The easiest example of this is Raoh's j.214D. The move removes the wallbounce state but keeps them in a comboable state, so you can continue to combo after the spike as normal. You'll notice that if you launch them again while they are still spiked, they will fly to the high height you normally only get at the start of a combo. An example combo of this is:

2A 2A 2B f.D CD 6, C 2C > IAD j.B 214D |> 2A ...

The second way to combo off a debounce is to combo after a CD attack is used to debounce them from the wall. Only certain characters can do this with their CD attacks. The basic goal here is to hit with the CD attack, but then immediately boost (using hit-pause boosting and Pre-Boosting) into a quick attack (usually 2A) and proceed from there. Here are some example combos:

Kenshiro: CD 6, 2C D 236D > ( IAD j.C 236D ) * 2 > IAD j.A |> D 236D > IAD j.B |> D CDE E~2A D 236D > sjc.A B A B C |> 236236A, 236236A

Rebounce is simply the act of putting someone BACK into wallbounce state after having Debounced them. This isn't useful for most characters, but a few can make good use of it (such as Raoh). Note that as mentioned before, Debounce does not reset wallbounce gravity or pushback at all. An example combo for Raoh that makes use of De-Re-De-Bouncing is:

2A 2A 2B f.D CD 6, C 2C > IAD j.B 214D |> 2A 2B C CD 6, 2C > IAD j.BE 214D |> 2A ...

Opposite Wall Bouncing

<ata>

V. Miscellaneous

Instant Air Dashing

This is a very important set of techniques for every character in the game. Instant Air Dash is exactly as the name suggests ... it allows you to air dash instantly after leaving the ground with a jump. The input for this is to simple do:

9 5 9 or 9 5 6 for a forward dash, or:

7 5 7 or 7 5 4 for a backward dash.

The timing is pretty easy in HnK so it shouldn't be any trouble in general.

One hangup however, is that the timing changes if you are jump canceling. Normally for the input of an IAD you must simply hit the second direction after you have already left the ground for a certain period of time (it's a short number of frames). However, when jump canceling from a move, there is a period of hit pause which is where you normally buffer your jump. Due to this extra hit pause buffer time, you will leave the ground later than if you had just jumped from a neutral state if you input your jump during hitpause.

In practical terms, when IADing from a jump cancelable move, you must delay inputting the IAD motion until hit pause is over (or mostly over). You can also opt to change the input to:

8 5 66

Another hang up is for Mr.Heart players. Mr. Heart can IAD as well, but because of his very slow jump, it is almost always better to do 8 5 66 instead, even from a neutral jump.

Triangle Jumping

An extension on Instant Air Dashing. Unlike Guilty Gear, when you perform an attack during an air dash in Hokuto, you will immediately begin to fall down to the ground instead of continuing on your normal air dash vector. Because of this, you can make a 'triangle' shaped jump pattern by canceling the beginning of your air dash into an attack. An essential usage of this with Raoh is to do:

9 5 6 j.K

Raoh will jump but immediately arc diagonally down forward with his kick. It makes for very mean mixups and rushdowns.

Every character in the game can do this and it is a very essential technique.

Air Dash Boosting

<More to come soon enough>

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Wow, great shit man, blows my write up right out of the water... I have a silly but odd thing to add to boosting. If you use E as auto boost instead of holding forward, you will travel through the opponent.

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The reason that happens is, I believe, auto-boost takes a while to get moving, probably just waits until hit-pause is over like a normal cancel does. Hitting E starts you moving immediately, even during hit-pause, so you can get behind them before they start to move.

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Full charged CD don't break the 3 star limit on ps2 (but it counts as a different attack as a normal CD), i'll check next week end on atomiswave version.

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^ sure about that? C+D > max full charged C+D maybe? For Neutral Boosting Moves, I think moves with backward motion on ground like Raoh's 214D you might try 2146DE. Even characters with 6A or 6B moves, Shin for example,you can do 632146AE for boost command grab. 6A won't come out as long as you don't delay that AE way too long. It's an alternative way if you don't want to wait for the stick getting back to neutral.

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Yeah, just do whatever that works for you. Sometimes the crappy stick is not too happy that day:kitty: I will use a different method:keke:

Shin command grab isn't that scary anymore right? No, Shin's command grab is used to beat both jabs and blocking, others' normal throw can't do them both. GJ, Dan, now I have to worry for getting thrown by Raoh besides just overhead/low mix up:)

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Jump Install Star Glitches you can do that with most of the cast with the use of AC then boost plus TK special. you should probably add it in the faqs. this is a really good post, keep up the good work.

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for the Jump Install Star Glitches here is an exemple with shin: CD>6>5C>AC>82145E~C(>E>2C>236CDlol) this is a 3 stars combo bc the TK 214C will take 2 stars instaed of 1 and u can FKO if boost left.

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Full charged CD don't break the 3 star limit on ps2 (but it counts as a different attack as a normal CD), i'll check next week end on atomiswave version.

Try this:

http://www.youtube.com/watch?v=CGPTkEBtUjk

Kogat Shin did it at 0:20. Is it in PS2 anyone please check?

For jump install glitch without A+C, can Shin do 2B>2D>236D>JC>5C>2369E~C for 2 stars?

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An addition for the stars section:

It seems that the BD throw is not an "exception" to the 3 star limit to a combo. I think it "removes" the 3 star limit in a combo. I'm not 100% sure, but if you look at the thouther dvd combo in youtube http://www.youtube.com/watch?v=1iZVOCqjuBo (starting 0:43), you'll notice that thouther just took off 5 stars using a combo that started with his BD throw. If BD throw is just an exception, then thouther should've just took off 4 stars instead of 5 right?

Another assumption would be that thouther's glitches (relaunch, TKed DP A/C, etc) are also exceptions to the 3 star limit.

Anyway, just wanted to point those out.

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Thouther did the full charged C+D!!! I think that's it! Thanks to his speed up super, he can do it easily. For Thouther's Relaunch Star Glitches, I think it's just the move's property. Well Juda can do things like C+D>6>AC>J2A~E>AC>J2C for a three star combo. Perhaps Thouther's air 214A is simply unique that both parts count at as a different move.

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Try this:

http://www.youtube.com/watch?v=CGPTkEBtUjk

Kogat Shin did it at 0:20. Is it in PS2 anyone please check?

For jump install glitch without A+C, can Shin do 2B>2D>236D>JC>5C>2369E~C for 2 stars?

The vid show exactly what i meant, CD and charged CD count as a different attack and both take one star, but it doesn't allow to break the 3 star limit.

For the JI glitch, the move before the special must be a launcher (outside of ACs, there is only Thouther's cC that have that property), i think that by doing 2369E~C, the 9 is here to make the engine "think" you jumped, but by E~C you cancel the startup of the jump by the special move. For Thouther, as cC is special cancelable you don't need the boost to cancel the jump startup by a special, but outside of this i think it works the same way.

An addition for the stars section:

It seems that the BD throw is not an "exception" to the 3 star limit to a combo. I think it "removes" the 3 star limit in a combo. I'm not 100% sure, but if you look at the thouther dvd combo in youtube http://www.youtube.com/watch?v=1iZVOCqjuBo (starting 0:43), you'll notice that thouther just took off 5 stars using a combo that started with his BD throw. If BD throw is just an exception, then thouther should've just took off 4 stars instead of 5 right?

BD grab removing the 3 star limit seems plausible, as in the dvd Juda also does a 5 star into FKO and there is no jump install star glitch in this combo.

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The vid show exactly what i meant, CD and charged CD count as a different attack and both take one star, but it doesn't allow to break the 3 star limit.

Here is the one that will change your mind:

http://www.youtube.com/watch?v=D7akrXqLJZ8

check at 0:17, yup, charged C+D leads to 4th star. I did the non charge one but it's just 3 star, last 236236C doesn't take off the extra star.

BD grab removing the 3 star limit seems plausible, as in the dvd Juda also does a 5 star into FKO and there is no jump install star glitch in this combo.

Saw it, http://www.geocities.jp/hokutodvd/07.html release the command list, no charging C+D at all. terrybogard is right! B+D removes the 3 star limit!!!

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