Fist of the North Star (arcade)/Advanced

Jump Install (star removal)
The Jump Install "feature" originally comes from the Guilty Gear series developed by ARC System Works. By cancelling the jump start animation, it basically allows you to perform an extra jump where you couldn't do so. This is extremely used in GG but is rather different in Hokuto No Ken. The Jump Install feature of HNK only allows you to remove an extra star on moves that originally don't remove a star.

The best example of it would be Thouther's Spear Toss move ( or ). If you perform it in a regular combo starting from a Grave Shoot, you won't remove a star, but if you Jump Install the move by performing  or (i.e by performing a Sagat-like Tiger Knee motion), the game will register it as an air move done on ground and a star will disappear.

The Guilty Gear "Jump Install"-like feature of HNK is mostly used by Thouther and Shin players since it allows them to remove extra stars without using much boost (Thouther doesn't need boost for his J.I.) and can be useful to link combos into the Fatal Strike / Deadly Fist Blow ultimate move.

Hit Stop Cancel
The Hit Stop Cancel feature of HNK relies on both Boost & Aura gauge. You can instantly cancel the hit pausetime of a basic move into a super move by pressing both the button required by the super move and the boost button, provided that you have boost & aura in the respective gauges.

Most seen examples of H.S.C. are Toki's cancel into  and Raoh's  cancel into, giving the feeling of accelerated super moves.

Damage Reset
Hokuto No Ken features damage reduction to prevent overpowered combos : the more you hit, the less life you remove. Although this works quite well in the game, there are cases where your move will be considered as a standalone one and will not be affected by that damage reduction : that's called the damage reset. Damage Reset only concerns super moves that deal multiple hits, like :
 * Toki's Hokuto Ujuu Danjin Ken [[Image:HNK Atomiswave Button C.png]]
 * Rei's Nanto Sakei [[Image:HNK Atomiswave Button A.png]]
 * Kenshiro's Tenha Kassatsu [[Image:HNK Atomiswave Button A.png]]

Star Limit Override
The game has a 3-star-per-combo limitation but as stated earlier, ways to override this limit has been found.

4 star combos :

 * [[Image:HNK Atomiswave Button B.png]][[Image:HNK Atomiswave Button D.png]] Special Throw doesn't enter the star count limit.
 * The star from the wallbounce caused by a blocked max charged [[Image:HNK Atomiswave Button C.png]][[Image:HNK Atomiswave Button D.png]] doesn't enter the star limit.

5 star combos :
There is a way to get an extra star in the limiter when you dizzy your opponent, to get it you have to remove at least one star before reseting the combo. Then you'll get the extra star only if you start the combo with a command throw, meaning that with the 4th star of a BD throw combo, you can now go up to 5.

Mr. Heart only :
Mr. Heart have an infinite on some characters that involves doing throw one after another during Itee mode until the opponent is KOed. As said above the star removed from a throw doesn't enter the limiter, so in this case Mr. Heart is able to remove all the stars his opponent have.

Use in matches :
You won't see much of those combos in casual matches nor tournaments since they usually require a lot of boost stocks and most of them don't deal a lot of damage. Boost is vital for some characters & for pkoes so players tend to preserve it as much as possible. Boost is also kept to perform bugged combos since they require less stocks, lead to 100 % combos and refill the depleted boost stocks. Setups you'll might see in actual play as they have a good cost/reward :
 * Shin doing 4 star from command throw on a dizzied opponent.
 * Thouther doing 4 star from [[Image:HNK Atomiswave Button B.png]][[Image:HNK Atomiswave Button D.png]] throw, and up to 5 stars in case of dizzy which can happen as much since you won't see a lot of [[Image:HNK Atomiswave Button B.png]][[Image:HNK Atomiswave Button D.png]] outside from dizzy reset. This does little damage, in most cases only worth it if it kills opponent or at last round for an FKO combo.
 * Rei and Yuda can do it 4 star with reasonable cost if the opponent from a [[Image:HNK Atomiswave Button B.png]][[Image:HNK Atomiswave Button D.png]] throw, but it will deal a lot less damage than their standard combos, can be sometimes seen if they dizzy their opponent and he have little life left.

Boost Bug(s)
This is just a list of known bugs concerning Boost. It only covers the main issues with that feature, but there are more minor ones that are not mentioned.
 * Whenever you consume a Boost stock by pressing [[Image:HNK Atomiswave Button E.png]], you will randomly deplete 20 % or 50 % of it, there's no control possible over that.
 * Boosting few ground moves make them go in the air when they shouldn't (check the video above concerning Star Override for example)
 * You can stock Boost at an amazingly fast rate when performing Dribble or Hyakuretsu combos and on other instances but the required conditions aren't clear since this is a game issue.
 * Boosting Rei's Nanto Gekisei Kakubu [[Image:HNK Atomiswave Button C.png]] in a certain way results in an endless hit glitch [ARCADE only]
 * Boosting Shin's Nanto Senjuzan [[Image:HNK Atomiswave Button C.png]] in a certain way results in Shin becoming invincible [ARCADE only]