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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, or remove one extra star if the move already does. This glitch take advantage of the rule that every special move in the air will remove a star when done after a move with launcher property like
.
The best example of it would be Thouther's Spear Toss move (
or
). If you perform it in a classic regular combo starting from a close
(which have launcher property), 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, for a good Thouther it's even a mandatory part of his game as his classic corner combo can use two jump intall without any boost.
For Shin the JIed
which remove two star is frequently seen at high level, but he needs boost for it.
There is also some Toki players that use this combining his
and
at the end of his basic combo.
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.
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 :
The game has a 3-star-per-combo limitation but as stated earlier, ways to override this limit has been found.
There is another 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 the opponent stands up dizzied, then you can do up to 4 stars for the dizzy reset combo.
With the extra star from dizzy and the 4th star of a BD throw combo, you can go up to 5.
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.
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 pokes 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. Star limit override set-ups you might see in actual play as they have a good cost/reward :
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.