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A FightingGame based on Buronson and Tetsuo Hara's classic ''Manga/FistOfTheNorthStar'' manga developed by Creator/ArcSystemWorks and published by Creator/{{Sega}}. It was originally released for the arcades, running on the Atomiswave hardware, in 2005 and was subsequently ported to the UsefulNotes/PlayStation2 exclusively in Japan in 2008 as ''Hokuto no Ken: Shinpan Sōsōsei: Kengō Retsuden'' (which roughly translates ''Fist of the North Star: Twin Blue Stars of Judgement: History of Great Fighters''), the added subtitle being the result of prior ''Hokuto no Ken'' video games. While not the first ''Fist of the North Star'' fighting game, nor even the first arcade game based on the franchise, it is probably one of the most infamous franchise entries.

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A FightingGame based on Buronson and Tetsuo Hara's classic ''Manga/FistOfTheNorthStar'' manga developed by Creator/ArcSystemWorks and published by Creator/{{Sega}}. It was originally released for the arcades, running on the Atomiswave hardware, in 2005 and was subsequently ported to the UsefulNotes/PlayStation2 Platform/PlayStation2 exclusively in Japan in 2008 as ''Hokuto no Ken: Shinpan Sōsōsei: Kengō Retsuden'' (which roughly translates ''Fist of the North Star: Twin Blue Stars of Judgement: History of Great Fighters''), the added subtitle being the result of prior ''Hokuto no Ken'' video games. While not the first ''Fist of the North Star'' fighting game, nor even the first arcade game based on the franchise, it is probably one of the most infamous franchise entries.
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** Speaking of which, Shin has a ''suicide'' fatal KO that can only be triggered if his star gauge is empty. And yes, its the exact same suicide scene from the original source and can be done on the Southern Cross stage. If its not the losing round for him though, he gets a full Star gauge in the next round.

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** Speaking of which, Shin has a ''suicide'' fatal KO that can only be triggered if his star gauge is empty. And yes, its the exact same suicide scene from the original source and can be done on the Southern Cross stage. If its it's not the losing round for him though, he gets a full Star gauge in the next round.
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* OneHitKill: Every character has a [[FinishingMove Fatal KO]] which serves as this in a manner similar to Instant Kills from the VideoGame/GuiltyGear series. The main difference is that they are unlocked by removing the opponent's Seven Stars of Hokuto rather than burn up your main resource meter and they are ''far'' easier to combo into which makes them show up more often in high level play.
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** Souther's claim that his "Emperor's Armor" obviates the need to defend against incoming attacks translates to his defense rating being tied for lowest in the game next to Mamiya and his blocking animation has him puff his chest out rather than assume a defensive stance like every other character.

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%%* MightyGlacier: A role fulfilled by Mr. Heart of course, as well as Raoh, who, special moves aside, is slow enough that he doesn't even have a ''backdash''.

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%%* * MightyGlacier: A role fulfilled by Mr. Heart of course, who serves as well as Raoh, who, special moves aside, is slow enough that he doesn't even have a ''backdash''.classic "grappler": big command grabs, potentially high-damage single moves, the only character with a near-perfect guard, and the size and mobility of a fridge.


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** Raoh has no backdash, a reference to his fight with Fudou, where he treated backing down as a loss.
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* UnstableEquilibrium: Lost stars carry over between rounds. This means that if a player gets their ass kicked in Round 1, then they start Round 2 significantly closer to Fatal KO range.
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* GlassCannon: Souther has incredibly fast normals, plenty of star-removing combos, and two of the best projectiles in the game. However, he's tied for the lowest health in the game, and both forms of his guard can be broken with pressure, meaning that he tends to crumble very quickly. Playing him well requires you to play like Souther would, fittingly--don't try to block, just stay on the attack as much as possible and don't let the opponent seize any kind of advantage.

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* GlassCannon: Souther has incredibly fast normals, plenty of star-removing combos, and two of the best projectiles in the game. However, he's tied for the lowest health in the game, and both forms of his guard can be broken with pressure, meaning that he tends to crumble very quickly. Playing him well requires you to play like Souther would, fittingly--don't try to block, block or stall out a match, just stay on the attack as much as possible and don't let the opponent seize any kind of advantage.

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* TheCombatPragmatist: While Jagi does indeed have a few actual Hokuto moves (Hokuto Rakan Geki) and Nanto moves (Nanto Jarou Geki), most of his moveset revolves around dirty tricks like dousing his opponent in oil and setting them on fire or using his shotgun. Even his Fatal KO is the same trick he tried on Kenshiro: spilling a huge tanker of oil everywhere and setting everything on fire.

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* TheCombatPragmatist: CombatPragmatist: While Jagi does indeed have a few actual Hokuto moves (Hokuto Rakan Geki) and Nanto moves (Nanto Jarou Geki), most of his moveset revolves around dirty tricks like dousing his opponent in oil and setting them on fire or using his shotgun. Even his Fatal KO is the same trick he tried on Kenshiro: spilling a huge tanker of oil everywhere and setting everything on fire.



* DevelopersForesight: While Ken's "Hokuto Zankai Ken" super will instantly kill anyone once time is up, it won't work on Souther.

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* DevelopersForesight: DevelopersForesight:
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While Ken's "Hokuto Zankai Ken" super will instantly kill anyone once time is up, it won't work on Souther.


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* GlassCannon: Souther has incredibly fast normals, plenty of star-removing combos, and two of the best projectiles in the game. However, he's tied for the lowest health in the game, and both forms of his guard can be broken with pressure, meaning that he tends to crumble very quickly. Playing him well requires you to play like Souther would, fittingly--don't try to block, just stay on the attack as much as possible and don't let the opponent seize any kind of advantage.
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* GameBreakingBug: A particularly infamous example in the arcade version. If you Grave Install Rei's "Air Nanto Gekisei Kakubu", then the attack will gain a hitbox that hits ''infinitely'' upon connecting. It will easily softlock the game, but if used on original hardware, this move will ''overclock the arcade board itself.'' Word of mouth varies on this either simply breaking the board entirely to overheating the board until it starts ''smoking''.
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* AwesomeButImpractical: If Kenshiro lands the Hokuto Zankaiken, his opponent dies in three seconds!... except it's actually 20 seconds in-game. The move is also very unwieldly, misses all crouching opponents except Mr. Heart and [[NoSell does not affect]] Souther.


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* RapidFireFisticuffs: Kenshiro's finishing move is the good old Hokuto Hyakuretsu Ken, or "Hundred Cracking Fists". The barrage of punches actually sets the combo counter to 100 when it is done, regardless of its previous value when the attack started.

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A FightingGame based on Buronson and Tetsuo Hara's classic ''Manga/FistOfTheNorthStar'' manga developed by Creator/ArcSystemWorks and published by Creator/{{Sega}}. It was originally released for the arcades, running on the Atomiswave hardware, in 2005 and was subsequently ported to the UsefulNotes/PlayStation2 exclusively in Japan in 2008 as ''Hokuto no Ken: Shinpan Sōsōsei: Kengō Retsuden'' (which roughly translates ''Fist of the North Star: Twin Blue Stars of Judgement: History of Great Fighters''), the added subtitle being the result of prior ''Hokuto no Ken'' video games. While not the first ''Fist of the North Star'' fighting game, nor even the first arcade game based on the franchise.

It plays similarly to other ASW fighting games, but with its own mechanics: "Boost" which moves your character forward quickly while also being able to cancel attacks in others, and the game's main attraction: Fatal [=KOs=]. Under everyone's life bar is a gauge shaped like the Big Dipper. Most special attacks, as well as a stun move (Low Punch and Low Kick) will take away a star and when one character's entire star gauge is empty, the Star of Death will show up nearby it, meaning they can be killed off with a Fatal KO which just like [[VideoGame/GuiltyGear Instant Kills]] and [[VideoGame/BlazBlue Astral Heats]], ends the match right there.

Other mechanics involve a blowback move (High Punch and High Kick) to send your opponent across the arena for a combo if coupled properly with the Boost feature, launchers, performed by pressing both punches, and kicks, performed by pressing both kicks.

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A FightingGame based on Buronson and Tetsuo Hara's classic ''Manga/FistOfTheNorthStar'' manga developed by Creator/ArcSystemWorks and published by Creator/{{Sega}}. It was originally released for the arcades, running on the Atomiswave hardware, in 2005 and was subsequently ported to the UsefulNotes/PlayStation2 exclusively in Japan in 2008 as ''Hokuto no Ken: Shinpan Sōsōsei: Kengō Retsuden'' (which roughly translates ''Fist of the North Star: Twin Blue Stars of Judgement: History of Great Fighters''), the added subtitle being the result of prior ''Hokuto no Ken'' video games. While not the first ''Fist of the North Star'' fighting game, nor even the first arcade game based on the franchise.

franchise, it is probably one of the most infamous franchise entries.

It plays similarly to other ASW fighting games, but with its own mechanics: "Boost" which moves your character forward quickly while also being able to cancel attacks in intol others, and the game's main attraction: Fatal [=KOs=]. Under everyone's life bar is a gauge shaped like the Big Dipper. Most special attacks, as well as a stun move called Heavy Strike (Low Punch and Low Kick) will take away a star and when one star. When a character's entire star gauge is empty, the Star of Death will show up nearby it, meaning they can be killed off with a Fatal KO which just like [[VideoGame/GuiltyGear Instant Kills]] and [[VideoGame/BlazBlue Astral Heats]], ends ending the match right there.there. A large part of the metagame revolves around taking as many Stars off of opponents as possible before setting up for a OneHitKill the next round.

Other mechanics involve include "Banishing Strike", a blowback move (High Punch and High Kick) to send swing that sends your opponent across flying into the arena for corner and awards you a combo if coupled properly with the free opportunity to Boost feature, launchers, performed by pressing both punches, if you follow it up; "Grave Shoot", a move that launches opponents for air combos; as well as the requisite health and kicks, performed by pressing both kicks.
guard gauges unique to fighting games. A somewhat interesting nuance of these systems is that the guard gauge only shows up for certain characters in certain matchups.


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As time went on however, ''Twin Blue Stars'' went on to be something of a CultClassic. The game is extremely unbalanced and glitchy as all get out, with very clearly defined character tiers and many broken mechanics, but this gives the game [[SoBadItsGood a weird sort of charm you can't get anywhere else.]] The game is also famous for how incredibly free its combo system is. Due to glitches, characters can be put into infinite combo situations with some ease, often by performing Dribble (or "basuke" for the Japanese) combos that constantly bounce enemies off of the ground and high into the air. The result is one of the wackiest fighting games ever made, and a testament towards how not everything needs to be a balanced, curated experience for it to be a blast.

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