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    Shin by tianyuan2k4

    Version: 1.3 | Updated: 03/13/07 | Search Guide | Bookmark Guide

    Comprehensive Shin Player Guide for Hokuto no Ken (Fist of the North Star)
    arcade game.  Copyright Sega Corporation, 2005 Copyright Buronson-Tetsuo
    Comprehensive Shin Player Guide Copyright  Yuan Tian 2007
    Version 1 - 19XX
    Version 1.1 - 01/07/07
    Version 1.2 - 03/09/07
    version 1.3 - 03/12/07
    AAA - About  
    BBB - Basic 
       B1 - System info
       B2 - Universal commands
       B3 - Move list 
    CCC - Combo section 
       C1 - Basic combos
       C2 - FKO combos
       C3 - Useful combos part 1
       C4 - Useful combos part 2
    GGG - General tips and tricks 
       G1 - Offense
       G2 - Defense
       G3 - Okizeme
       G4 - Combo
       G5 - Boosting BS Introduction
       G6 - Unboostable Boost
       G7 - Boost at Round Start
       G8 - Countering Guard Cancels 
       G9 - Option Select Throws
       GX - Double Jump Cross-up Trick
    MMM - In depth move analysis 
       M1 - Normal moves 
       M2 - Special moves 
    PPP - Player profiles 
       P1 - Gensetsu 
       P2 - Tomono 
       P3 - Naori 
       P4 - Y san 
       P5 - KYO 
    QQQ - Character quotes 
       Q1 - Pre-Fight, Character Specific Lines
       Q2 - During the match 
       Q3 - Past fight
    TTT - Tianyuan Special
       T1 - My Combos 
       T2 - IMO 
       T3 - Other Info 
    VVV - Versus strategy
       V1 - Kenshiro 
       V2 - Raoh 
       V3 - Toki 
       V4 - Jagi 
       V5 - Rei 
       V6 - Juda
       V7 - Thouther 
       V8 - Mr. Heart
       V9 - Mamiya 
       VX - Shin 
    XXX - Secrets, Glitches, and Unknown 
       X1 - 4th dimension jump
       X2 - Shin Invincibility Bug
       X3 - Chikuseki bug
       X4 - Hidden winning quotes
    YYY - Youtube videos and other links 
       Y1 - Youtube links
       Y2 - Hokuto no Ken Official Website
       Y3 - Hokuto no Ken discussion boards
       Y4 - Others
    ZZZ - Conclusion 
    AAA - About
    This guide is meant for anyone interested in playing Hokuto no Ken.  Even if
    you don't play Shin, you might want to check this out because plenty of info
    in here applies to other characters as well, especially the basic and general
    sections.  If you are new to this game be sure to read the basic section first
    so you know how this game works.  Otherwise, just open up the Find option by
    pressing ctrl + F and type in the letter and number correspond to the Index
    above such as AAA for this section, B3 for move list etc.  Generally speaking,
    the further you read into this guide, the more likely you will become addicted
    to this crazy universe.  By the time you are familiar with the players around
    the world, watched hundreds of match videos, mumbling the lines from the game
    in shower, congrats!  You are officially a Hokuto no Ken junkie.  Now, it's
    time to unleash Shin madness!  
    BBB - Basic info
    Pretty much everything in this section comes from Nohoho's move list guide in
    7 / 8 / 9     Upleft   /        Up       / Upright
    4 / 5 / 6 =     Left   / Stand or Neutral/ Right
    1 / 2 / 3     Downleft /       Down      / Downright
    A: Weak punch
    B: Weak kick
    C: Strong punch
    D: Strong Kick
    E: Boost
    -> arrow indicates follow-up move
    slash indicates either/or
    OTG - hits an enemy after they've been knocked off their feet.
    Stars: x/y
    x = number of stars the move reduces on a normal hit
    y = number reduced on a counter hit
    Aura: z
    z = amount of super gauge the move depletes. Most supers use one Aura stock.
    B1 - System info
    Energy Gauge
    The players' health is indicated by orange life bars on the top of the screen.
     When that runs out you lose the round. A portion of all inflicted damage is
    shown as a blue segment of the life bar. This part heals (ie: turns orange)
    over time as long as you aren't being attacked or high-jumping.
    Seven Stars of the Hokuto
    Below the life bar is the seven star gauge. Various attacks can be used to
    reduce the number of glowing stars on your opponent's gauge. Once it is empty
    a final "death star" will light up below their main star gauge. At this point
    the "DEADLY FIST BLOW" indicator is displayed near your super bar and you can
    use a special One-Hit Kill attack to win the round.
    The attacks that can reduce an enemy's stars are listed below. Note that on a
    counter hit special moves plus moves that otherwise take a star will usually
    take an additional star. When you hit your opponent with a launch type move
    (including Grave Shoot) and jump up after them, a subsequent special move will
    take an extra star.
    There are some restrictions on taking away stars during a combo. First, the
    total number of stars than can be taken during one combo is three. Second, any
    given move can be used to take away stars only once per combo. Note that there
    are exceptions to both of these rules.
    Both players recover one missing star at the beginning of each round. You'll
    also recover a star if your opponent fails to connect with a One-Hit Kill
    Guard Gauge
    Next to the star gauge is the guard gauge. This is depleted as you block
    attacks. When it reaches zero you'll suffer a guard crush and become briefly
    unable to block. Note that this particular gauge doesn't always appear.
    There are three different weight classes when it comes to guard crushing:
    Heavy: Shin, Heart-Sama
    Medium: Kenshiro, Raoh, Toki, Rei, Juda, Jagi
    Light: Thouther, Mamiya
    When a character from a heavier class fights against one from a lighter class
    only the lighter character will have a guard gauge. In the event of heavy vs.
    heavy and light vs. light both sides have a gauge. For medium vs. medium
    neither gets a gauge.
    Boost Gauge
    The long bar divided into three segments is the boost gauge. It fills up
    gradually as you attack your opponent. As long as it is at least 1/3 full you
    can boost to cancel attacks and dash towards your opponent. Having boosted
    once, the gauge empties towards the next dividing line. If you boost again
    during this time you'll lose only a fraction of the current segment. The
    upside here is that it is possible to boost more than once during a combo
    without using more than one boost gauge segment.
    It's possible to incorporate the boost input into a special move motion to
    give the move extra horizontal range. Consider Shin's command throw:
    This can be changed to:
    to make Shin shoot forward a little bit before throwing his opponent.
    Aura Gauge
    Used to perform super moves, etc, the Aura Gauge is all the way at the bottom
    of the screen. You can hold two Aura stocks -- the first one is blue, the
    second gold. When the first stock is full the words "GOD FIST BLOW" appear
    next to the gauge.
    When both players attack at the same time and the moves line up with each
    other they'll clash. There's a little spark animation and both attacks will be
    negated. Note that the player who had attacked with the stronger move gets the
    initiative after the clash is over.
    B2 - Universal Commands
    Throw: close to opponent 4/6+C
    Throw has a non-zero start up so it doesn't work well for wake-ups.
    Boost: E
    Uses boost gauge to cancel move recovery and charge towards opponent.
    Kyukyoku Ougi(ultimate technique): various
    Super moves. Typically stars: 1/2  (normal hit/counter hit)
    Ichigeki Hissastu Ougi(one hit sure killing technique): 236+CD
    When you opponent's seven star gauge is empty use this to KO. Miss and your
    super bars reset to zero and opponent gets one of their seven stars back.
    Grab: 4/6+BD
    This doesn't work on crouching characters but it has more range than a regular
    throw.  One star.
    Grave Shoot: AC
    Launch opponent - hold up to fly up after them.
    Banishing Strike: CD (hold)  (aka Vanishing Strike)
    Blast opponent across the screen. Hold 6 to auto boost after them. Auto boost
    is only possible when you hit an opponent on the ground or in the air when not
    part of a combo.  At max charge the Banishing Strike blasts blocking
    characters, although they can wiggle the joystick to avoid a wall bounce.
    Normal: one star 
    Max charge vs. blocking opponent: one star on wall bounce
    Heavy Strike: AB
    Unblockable. Staggers. Stars: 1
    Agility Defense: block at the last second
    White glow indicates success. Shorter block stun, super bonus, etc. Also,
    Agility Defense makes you immune to charged Banishing Strikes.
    Aura Guard: hold E while blocking
    Faultless defense. Depletes aura gauge while negating special move block
    damage.  Allows you to air block moves you couldn't otherwise.
    Guard Cancel: 6+CD while blocking
    Alpha Counter. One Aura stock. Invincible.
    Stagger Cancel: attack button while staggered
    Uses Aura gauge to cut stagger animation short.
    Tech Hit: attack button while reeling in the air
    Special Wake-up: 8/2 when knocked down
    Tap up just before hitting the floor to get up quicker. Hold down while on the
    ground to stay down longer.
    B3 - Move list
    Nanto Senkyakuso: 214+B  
    Nanto Gokutoken: 623+kick 
    Nanto Ryuhashidan: 236+A 
    Nanto Hakuhazan: 214+C   
    Nanto Senjuzan: 236+C -> 236+C   
    Nanto Gyakushiso: close to opponent 63214+A   
    Nanto Hakuen Tenshou: 236D / 214D
    I won't die by your hand: when own star gauge is empty 412363214+A (1 Aura
    Nanto Raishinso: 236236+C   
    Nanto Senjuryugeki: 214214+C (hold)  
    Nanto Shoshu Tokyaku: 236+CD
    CCC - Combo section
    Here is the combo list from the Japanese Hokuto no Ken discussion board, you
    can find the archive here:
    C1 - Basic combos
    -1 star, center:
    2B>2D>236D>JC>236236C (1 aura)
    -2 stars, center:
    2B>close standing C>C+D>6>C>236C>C>236C>214C (No gauge)
    2B>2B>C+D+E>6>C>236C>C>236C>214C (1 boost)
    63214A>236236C (1 aura gauge)
    ^ Doesn't work on Raoh, Mamiya and Jagi
    -2 stars, corner:
    2B>2D>214C>E>C>D>236236C (1 aura, 1 boost)
    63214A>2C>236236C (1 aura)
    -3 stars, center:
    2B>close standing C>C+D>6>A+B>E>E>C>236C>C>214C (No gauge)
    2B>2B>C+D+E>6>A+B>E>E>C>236C>C>214C (2 boosts)
    ^ Around the mid screen only
    63214A>C+D>A+C+E>JA>JB>623B (1 boost)
    63214A>C+D>E>2A>2C>214C (1 boost)
    63214A>E>C>D>214C>E>236236C (1 aura, 1 boost)
    -3 stars, corner:
    63214A>2C>214C>E>C>D>236236C (1 aura, 1 boost)
    TRF Combo:
    2B>close standing C>C+D>6>A>214C>E>A>C>6A>236C, 236C(No gauge)
    2B>close standing C>C+D>6>A>214C>E>A>236C, delayed 236C (No gauge)
    2B>close standing C>C+D>6>A+B>E>E>A>C>236C>214C (No gauge)
    C2 - FKO combos
    0 star, center:
    0 star, corner:
    1 star, center:
    2B>close standing C>6>C>236C+D (No gauge)
    2B>2B>C+D+E>6>C>236C+D (1 boost)
    ^ For Toki, Raoh, Jagi, Mamiya, use 63214A>E>2C>236C+D (1 boost)
    1 star, corner:
    2B>2D>214C>E>C>236C+D (1 boost)
    2 stars, center:
    2B>close standing C>6>C>214C>E>C>236C+D (No gauge)
    2B>2B>C+D+E>6>C>214C>E>C>236C+D (1.5 boost)
    63214A>C+D>E>2A>2C>236C+D (1 boost)
    ^ Doesn't work Raoh, Mamiya, Jagi, Toki, and Ken
    63214A>C+D+E>E>C>236C+D (1 boost)
    2 stars, corner:
    63214A>2C>214C>E>236C+D (1 boost)
    3 stars, center:
    2B>close standing C>C+D>6>A+B>E>E>C>214C>E>C>236C+D (2 boosts)
    2B>2B>C+D+E>6>A+B>E>E>C>214C>E>C>236C+D (2.5 boosts)
    ^ Around the mid screen only
    63214A>C+D>E>2A>2C>214C>E>C>236C+D (1 boost)
    ^ Doesn't work Raoh, Mamiya, and Jagi
    63214A>C+D+E>E>C>214C>E>C>236C+D (1 boost)
    3 stars, corner:
    63214A>C+D>E>C>214C>E>C>236C+D (1 boost)
    Works on everyone anywhere, -3 star FKO combo:
    63214A>2C+E>214C>E>C+D>E>C>236C+D (1 ~ 1.5 boost)
    C3 - Useful combos part 1
    Tomono Combo= Damaging combo + No heavy strike + -3 stars + JA>JC loops
    ~>C+D>6>close standing C>close standing D(2hits)>214C>E>close standing
    D(2hits)>236D>JA>JC>dash JA>JC>C>236C, 236C
    ^ Against Toki and Ken, you might add another set of JA>JC loop. It's stable
    against most characters besides Shin and Thouther. Vs Mr. Heart, the first
    close standing D will be just one hit.
    ~>C+D>6>close standing C>close standing D(2hits)>214C>E>close standing
    D(2hits)>236D>JA>JC>{dash JA> air dash JC}x2>C>236C, 236C
    ^ You might need to modify the number of hits of close standing D for
    different characters.
    Low air 623B combo:
    ^ Another -3 star combo without using heavy strike, the damage is medium.
    MAX charged banishing strike combo:
    ~>C+D>6>C>214C>C+D+E (Max charged)>E>(2A>)5C>236C+D
    ^ Do this combo when distance of using A+B is not long enough. Time the C+D+E
    to combo. It's a -3 star FKO combo.
    2D combo
    -2 stars, Naori shin 2D combo: 
    ~>2D>236D>JC>2C>C+D>E>standing B or 2B>2C>214C/236236C/236C+D
    ^ You may add standing D after 2C before you perform 236236C
    ~>2D>236D>JC>C+D>E>close standing C>close standing D(2hits)>214C (0.5 boost)
    ^ great damage, you might need to add 2C before C+D in some situation
    -3 stars, -2 stars FKO combo:
    ~>2D>236D>JC>C+D>E>C>D(2hits)>214C>E>C>236236C/236C+D (1 boost)
    C4 - Useful combos part 2
    6A combo
    6A>E>C>D (1hit)>214C>E>C+D>C>236236C/236C+D
    ^ -3 star or -2 star FKO, timing of the C+D after 214C>E is very strict
    6A>E>C>D (1hit)>214C>C+D+E>E>2B>2C>236236C
    ^ Vs Raoh -3 star combo, 1.5 Boost gauge
    6A>E>C>D (1hit)>214C>E>C>D (1hit)>236236C/236C+D/C+D
    ^ Time the close standing C after 214C>E. Sometimes that close standing C can
    be skipped
    2C+E sneak attack combo
    2C+E>close standing D(1hit)>214C>E>C+D>E>C>236236C/236C+D
    ^ Use this combo against opponent who's just jumping up or about to land. When
    2C+E is blocked, quickly do 2B+E to continue offense. You may do this combo
    after 2D hits, like 2D>2C+E.
    Arcadia Senjuryugeki combo
    ~>2D>236D>JC>2C>214214 E~C
    ^ -1 star high damage combo
    63214A>step forward a bit close standing C> close standing
    D(1hit)>214C>E>close standing C>close standing D(1hit)>214214 E~C
    ^ -3 star huge damage combo. Remember let the stick goes back to neutral after
    214214 before pressing the buttons. It's an 11 hit combo and doesn't work on
    2C Burrowing combo
    C+D>6>c5C>c5D>214C>E>c5D>236D>JA>JC>land>Jumping up A ~ Air dash C (whiff)
    >{2C>Wall bounce} x6>214C
    ^ Another Tomono Combo variant, Confirmed against Toki and Ken.  It isn't like
    Thouther's 2C combo where you pin yourself underneath and do rapid fire 2C. 
    Rhythm is not like Toki's throw combo.  The whiff air dash C and first 2C hit
    are tricky.  Even with 6 crouching C hits, damage is comparable to Tomono
    623B Counter Hit 70% combo
    623B (CH)>JB>land>(JA>JC>land) x 4~5>(IAD>JA>Air Dash>JC>land)
    x2>66>C+D>E>C>D>214214C+E (Aura 1, Boost 0.5)
    ^ 623B wall combo + Tomono stylish JA>JC loop + 214214C+E = this dream combo.
    Low cost, 623B works very well against characters like Rei for anti air.
    C5 - Modified Grave Shoot combo
     ~>2D>236D>JC>2C>C+D+E>A+C>2148E~C>JA xn>623B
    ^ -3 star plus possible cumulative bug combo, JA is more stable than others.
    ~>C+D>6>A+C>2148E~C>standing A>236C>(standing A>236C) or 236C+D
    ^ After modified 214C, try to connect a standing A afterward.  Depends on
    distance, you might need to alter the number of 236C in the combo or add a
    boost in it.
    GGG - General Info
    Here is some basic, yet crucial information you have to know if you really
    want to play Shin.  
    G1 - Offense
    From mid distance, standing A, 2B, 214C and far standing C are Shin's typical
    pokes.  Use 623B to catch people jumping.  When you need to get close, boost
    standing A, dash 2B and IAD B are usual moves.  236C and 214B's effectiveness
    depend on your opponent.  
    If you want to jump in, there are four types:  Instant Air Dash (IAD), back
    jump air dash forward, normal jump forward, and high jump forward.  IAD
    attacks, usually IAD B or D, is quickest way to get closer while serving as an
    overhead, cross up, plus combo on hit.  In return, it's risky and it can
    easily lose to standing attacks and grave shoot.  Back jump air dash is slower
    but it doesn't lose to standing attacks so easily since you can defend during
    back jump and air dash from back jump is higher and above many standing
    attacks' reach.  The drawback is that it does not combo easily because the air
    dash attacks are not deep enough.  And it's more vulnerable to slower anti air
    moves.  Normal jump forward generally used for air to air.  Thus jump
    A>JB>JC/JC aerial chain is the main way to stop most opposing jumping attacks.
     High jump forward is used when Shin is losing initiative on ground due to
    projectiles and obstacles.    
    G2 - Defense
    Pull back to stand block and pull down back to crouch block, how hard is that?
     First, you have agility defense (defend at the last moment).  Once Shin
    successfully blocks with agility defense, the best thing you can do is command
    throw.  It has enough invincibility to meet the following attacks.  Or you
    could use super attacks to beat the opposing offense.  Then you have guard
    cancel.  Although it could be risky (check section on beating Guard Cances),
    it's the easiest way to gain back momentum.  Another important thing is aura
    guard.  Always use it when you jump!  There are plenty of moves that can't be
    blocked normally in the air so you need aura guard to protect your character. 
    Using Defensive Techniques in Conjunction 
    I am too lazy to rewrite it so I will just copy-paste Nohoho's explanation
    from dustloop.com here:
    Block an attack using both Agility Defense (defend at the last moment) and
    Aura Guard (back + boost) and you can take advantage of the properties of both
    techniques. Block stun time is the same as regular guard but if you stop the
    Aura Guard right away you can get a little bit of Aura and Boost meter from
    the Agility Defense. This technique can be used in the air, too. Defend
    against ground attacks and super moves without getting pushed away as much as
    Aura Guard without Agility Defense. Also, use this trick to air block a
    max-charged Banishing Strike and not have it blast you against the wall.
    Another friendly reminder from Nohoho is to tap 8 when kicked down so less
    time for opponent to okizeme.
    G3 - Okizeme
    Shin's major strength comes from okizeme.  From invincible command throw, to
    insane IAD B cross up and almighty 2B, all of them are almost impossible to
    beat in wake up and leads to huge damage plus taking away a lot of stars. 
    2A>command throw/(close standing C>C+D) is quite good as well.  Once opponent
    start blocking, 2B>2B>2D>236D>JB>JD>2B is a dead lock, a fake one of course,
    until they know how to break it.  Then you could mix up with 2B>2B>6A,
    2B>2B>dash 2B, 2B>2B>IAD B to force your opponent to guess how to escape.  
    G4 - Combo
    Shin's bread and butter damaging combos generally come from banishing strike
    combo.  The most common ways to link into BS combo is either:
    1) 2A/2B>c5C>C+D>~ This must to be done very close to your opponent otherwise
    stand C after 2A/2B will become far stand C and Banishing Strike won't connect
    afterward.  You need to time the C+D after close stand C to combo.  If you
    input C+D too fast far standing D will come out instead of C+D.  If you input
    C+D too late your opponent will be able to block it.  It's not hard although
    it takes some time to get use to it.
    2) 2B>2B>C+D+E>~ another wonderful BS combo starter.  You may boost the first
    2B for a surprising attack from mid distance.  C+D+E's timing after second 2B
    is quite tight.  It might take some practice.
    Another important combo starter for Shin is his command throw.  Being able to
    do the 3 star FKO combo: 63214A>2C+E>214C>E>C+D>E>C>236C+D (1 ~ 1.5 boost)
    could be critical in some situation.  Someone made a long post in the Japanese
    discussion board explaining this combo.  I translated it roughly: 
    It's stable combo works on everyone. It will require some practice to get use
    to timing. Base on my experience, the combo could separate into three parts:
    1. 63214A > 2C+E
    There is nothing hard to perform this. All you need is to input 2C+E after
    Shin recover from his command throw motion. You may need the fastest 2C+E vs
    Toki. Others don't matter.
    2. 214C>E>C+D
    Boost will make Shin dash through opponent and attack from other side. Do not
    boost Banish Strike too fast after 214C.
    3. C+D>E>C
    Here is the tricky part. Again do not boost right away after C+D hit, delay a
    bit then input E>C. E>C is more like E~C, which means you have glide you
    finger from E to C very quick to work. Do hit check after E>C, if C (it will
    be close standing C) hits, 236C+D will be guaranteed.
    The combo works on all characters with same speed in the corner or near the
    corner besides Toki and Raoh. Of course you may skip 2C+E in the corner. You
    may need to increase to input speed of C+D in 214C>E>C+D if it's in the center
    of screen.
    G5 - Boosting BS Introduction
    From Nohoho:
    (For the purposes of this discussion, percentage values refer to the amount of
    one boost stock. That is, 100% here means one third of the total boost gauge.)
    Boosting in different situations uses differing amounts of boost meter. When
    you boost to cancel an attack it takes 50% boost. Otherwise, it takes only 20%
    boost. There are some wrinkles in the system when it comes to Banishing
    When you hit an opponent on the ground with a Banishing Strike or when you hit
    an airborne opponent when the Strike isn't part of a combo, you can hold
    towards to auto-boost after them. This uses 20% boost like a non-cancel type.
    Even if you haven't got a boost stock ready, the game fills the meter up to
    100% for immediate auto-boosting, etc. (By the way, this "free" boost meter
    carries over from one round to the next -- so if your boost gauge is empty and
    your opponent is dizzy and/or near death, use a Banishing Strike -> auto boost
    to finish them off and arbitrage some boost for the next round.)
    Simultaneous Input Snafu
    While the simultaneous C+D+E input is a convenient way to quickly cancel into
    Banishing Strike attacks, there is quirk to this where an auto-boost at that
    point will take 50% boost instead of 20%. Use a fast, separate input (E~CD) to
    prevent this from happening.
    Example for whomever:
    special move -> E+C+D -> 6 (<- auto boost uses 50%)
    special move -> E~C+D -> 6 (<- auto boost uses only 20%)
    Banishing Strike Discount
    If your Banishing Strike attack is blocked or it hits an airborne opponent as
    part of a combo, you won't be able to auto-boost. You can boost manually,
    however, for only 20% boost instead of the standard 50% cancel boost. Since
    blocked Banishing Strikes generally charge up a good deal of boost meter, the
    blocked CD -> E -> etc. pattern is something worth using often.
    G6 - Unboostable Boost
    From Nohoho again:
    Certain moves in this game cannot be boosted right as they're starting up. If
    you cancel a normal move into one of these and end the input with the joystick
    in any direction but backwards and a simultaneous boost+attack button press,
    the move will come out earlier than normal. The "unboostable" move comes out
    during hit stop, making it easier to combo. You must have at least one stock
    of boost to use this trick but it doesn't actually deplete the meter. (if you
    do this trick with a move not on the list below, the end result will be
    similar but it will use 20%+ of a boost stock)
    For example, Jagi's shotgun attack can't be boosted at start-up. That is,
    236+A+E don't normally do anything special. If however, he hits with a
    crouching hard punch and cancels into the shotgun with that motion:
    2C -> 236AE
    ... he'll fire the shotgun a bit earlier than normal. Another, more practical,
    example is Shin's Nanto Senjuryugeki super move which becomes easier to use in
    combos. It can do more damage than his Raishinso, particularly if it's powered
    up a bit. You have to move the joystick to neutral for this to work:
    For the following combos, cancel the second hit of the close standing hard
    kick immediately into the Senjuryugeki, hold the button down to charge it up
    and then release when your opponent is at the proper height. Ideally, we're
    looking for 10 pink swipe hits, give or take.
    1) corner, 63214A > small step forward > close standing C > close standing D
    (2 hits) -> 2142145EC
    (easier variation against Thouther: 63214A -> far standing C (2 hits) >
    2) corner, 2B > 2B > 2D > 236D > JC > close standing D (2 hits) > 2142145EC
    Here's a list of moves than can't be boosted as they start up:
    All Supers (except Rei's Danko Sousaiken (236236C))
    Raoh - ground Hokuto Goshoha (236C)
    Jagi - Shotgun (both 236A and 623A)
    Juda - Denshoreppa (236C)
    Mamiya - Bowgun (both 236A and 236B), Helmet Bomb (236D), Energy Switch
    (214C), Bind Yo-Yo (623C), Choke Yo-Yo(4C)[?]
    G7 - Boost at Round Start
    Here is a chart that lists some recommended opening moves. Hold boost plus the
    corresponding button before the round begins.  "Anti-air" attacks are for
    hitting your opponent if they try to jump away as the round begins.
    "Max-speed" attacks counter "anti-air" attacks, among other things.
                   Anti-Air                 Max-Speed
    Kenshiro       far B -> far D           2A (a)
    Raoh           nothing                  2A (a)
    Toki           far B -> 2C              2A (a)
    Jagi           far A -> close D (*)     2A (b)
    Shin           nothing                  2A (a)
    Rei            nothing                  2A (b)
    Juda           far A -> far C (*)       2A (a)
    Thouther       far C -> CD (*)          2B (c)
    Heart          nothing                  A (a)
    Mamiya         nothing                  far B (a)
    * - Jagi, Juda and Thouther's anti-air options miss crouching characters.
    a, b, c - Rank of different quick attacks. (a) is fastest
    Heart can't actually boost as the round starts, of course, but his standing
    weak punch will beat or clash with everything else listed on the chart. Combo
    into a weak earth crush.
    Thouther's fastest attack is his far weak punch but it misses all crouching
    opponents except Raoh and Mr. Heart.
    G8 - Countering Guard Cancels
    Guard cancel in this game doesn't mean a guaranteed knock down + damage. 
    There are plenty ways to deal with it.
    Options for dealing with your opponent's guard cancel include:
    1) Bait the guard cancel using a move that has a short recovery.  Here are the
    moves that you can use to punish guard cancels when you block them using
    Agility Defense.
    Char          Safe Moves           Counter Attack After AD
    Kenshiro      close/far B, 2B      2B, 623A
    Raoh          nothing              2B
    Toki          far A, 2A            2A
    Jagi          2A                   2A, 236236C (*)
    Shin          any A, 2B            2B, 63214A
    Rei           any weak but 2A      2B, close 623C
    Juda          any weak but 2A      2A, 2B
    Thouther      far A, 2A, 2B        2B
    Heart         2A                   214A(GC), 236236A
    Mamiya        any weak attack      far B
    2) Jump cancel your attack and air-block the guard cancel.
    This should work even against Mamiya's GC or Heart's Bring it On GC (using
    Aura Guard)
    3) Cancel into a move with invincibility or super armor or cancel into a
    counter-type move.
    - input the joystick motion for the special move beforehand and then press the
    appropriate button if you see them guard cancel
    - example: with Jagi do blocked 2C -> 214. If you see your opponent guard
    cancel the low punch press C to dodge and punish their guard cancel with a
    Jarougeki attack.
    Kenshiro: 6B, 214A, 6 warp
    Raoh: 623A, 6 warp, FKO
    Toki: 214214C, 214A, 214C(slow recovery), teleports
    Jagi: 214A, 214C, 632146D
    Rei: 236236C, 214C, air 623A
    Shin: 214D, 236D (random), 623B, command throw, 214C (maximum range)
    Juda: 214B
    Thouther: 236236C, 2141236A (Air)
    Heart: 623C (slow recovery), 2D (slow recovery), 214A
    Mamiya: 236236A, 236236C
    G9 - Option Select Throws
    From Nohoho:
    When you miss a throw attempt -- if your opponent jumps away, etc. -- you'll
    be stuck with a close hard punch. It's possible to use a special input when
    this happens to attack with something safer instead. There are two main
    categories of option select throw inputs:
    1) Sliding input or simultaneous input
    A sliding input involves pressing hard punch and then very quickly pressing
    weak punch or hard kick. C~A produces a Grave Shoot while C~D gives you a
    Banishing Strike. For a simultaneous input option select, you take advantage
    of the higher input priority of command normals to override the close hard
    punch in the event of a throw miss. For example, with Kenshiro, 6+C+B produces
    a towards + weak kick attack if the throw fails.
    2) Whiff/kara cancel inputs
    Some characters can cancel (chain) their close hard punch into other attacks,
    Banishing Strikes or Grave Shoot attacks even when the hard punch misses. When
    the throw attempt fails, follow up the hard punch with another move to cover
    your ass.
    Here's a list of option select throw recommendations:
    Kenshiro: simultaneous 6B
    Raoh: whiff cancel Grave Shoot
    Toki: whiff cancel Grave Shoot
    Jagi: whiff cancel Grave Shoot
    Shin: nothing in particular (close C) [?]
    Rei: whiff cancel close D
    Juda: sliding input Banishing Strike
    Thouther: whiff cancel close D
    Heart: weak punch (simultaneous 4+A+C)
    GX - Double Jump Cross-up Trick
    Jump over your opponent's head with a regular jump. Once you're on the
    opposite side of them simultaneously press up on the joystick and an attack
    button to turn around and attack them from the other side. For whatever reason
    the double jump input here only serves to turn your character around; they
    won't actually jump again.
    MMM - In depth move analysis 
    You can see the move scans here:
    Most of Shin's moves are useful in different situations; I will do my best to
    describe them with every detail I know.
    M1 - Normal moves
    Far standing A/Close standing A:  Close standing A usually whiffs against
    crouching opponent, but far standing A doesn't!  This is why boost far
    standing A is critical for Shin to get close to opponent.  Even if it clashes
    with opponent's attack, you can continue to attack immediately due to its
    amazing recovery speed.  If it clashes with your opponent's attack in the air,
    you can do 2C>C+D for a guaranteed combo.  Usually boost far standing A
    catches opponents off guard easily.  Combos like boost stand A> 2B(hit
    confirm)>E>2B>close stand C>C+D are really great.  Close standing A is usually
    used as Shin's fastest move to stop IAD attacks from standing position.
    Far standing B/Close standing B: This kick is a pure combo material.  Close
    standing B is totally useless.  Far standing B looks like it hits low but it
    doesn't.  It can be used in certain combos.  Far standing B OTG > A+B is quite
    sneaky, although Shin doesn't have that much chance to do it.
    Far standing C/Close standing C:  Far standing C is a 2-hit move.  The good
    thing about it is that the first part clashes with other moves, and then the
    second part is often guaranteed to hit.  Dues its large hit box in front, it
    stops IAD attacks from mid distance and plenty of dashing attacks as well. 
    Its weakness is that it loses to most crouching kicks especially strong ones. 
    Even though not much damage comes from crouching D, this move should be Shin's
    major poke from mid range.  Remember 214C or C+D when it hit opponent in the
    air and A+C on the ground (only after 2nd hit though).  Close standing C is
    the move Shin used to kill "Yuria" in the anime.  Basically you only use it
    combo since Shin would rather poke with jabs and 2B from such range.
    Far standing D/Close standing D:  More combo material.  Close standing D looks
    like it could anti air but it doesn't do much.  But in combos it's 2 hits and
    raises up Shin's opponent quite a bit for follow up combos to work.  Close
    standing D looks like it hits low but it doesn't and that makes it even more
    Crouching A: Its reach is really short!  I usually use it to punish some moves
    and then do a banishing strike combo afterward.  Not that useful: It moves
    Shin forward a tiny bit!!!
    Crouching B:  One of Shin's signature moves!  Nohoho did a good job describing
    it: Dodging/Interrupting with Crouching Weak Kick
    Shin's crouching weak kick has a low enough profile that it can go underneath
    certain moves -- even if those moves are part of a longer blocked sequence. 
    Boost the crouching weak kick to defeat Ken and Jagi's projectiles and
    Mamiya's standing hard kick at medium range. For Raoh's powered Tenshou
    Raigeki one weak kick will dodge the first part and another will defeat the
    second part. Shin's crouching weak kick vs. Juda's Banishing Strike doesn't
    work up close but it will dodge Juda's BS at a distance.
    Here is something I have to add:
    As long as Shin is standing outside of opponents' uppercut hit range, his 2B
    beats Ken's 623A/C, Rei's 623A/C, and Toki's 214214C. Even the first 2B
    whiffs, the second 2B will hit.  Basically you can use it for okizeme safely
    and a great dashing attack to start with.  
    Crouching C:  It looks like a good anti air move.  Indeed, it's one of Shin's
    anti air moves.  You have to use it by anticipation (either educated guess or
    dumb luck) since you can't really use it to stop IAD attacks by reflex.  Yet
    you still have to use it sometimes to prevent opponent from abusing IAD
    attacks, especially when you are crouching.  Whenever 2C hits opponent in the
    air, either A+C or C+D will connect and combo after if you like.
    Crouching D:  Its reach is slightly longer than 2B but lacks speed and
    priority.  Usually you will not use it to poke, and most likely to be used as
    a punisher move instead.  It's an important move in Shin's chain attacks
    because it hits low and serves as a chain ender that could be canceled to
    special moves.
    Jump A: Fast and beats many jump attacks.  Shin's air to air offense tool. 
    You can chain it into JB>JC/JC even if it whiffs.  Against large characters
    like Raoh and Mr. Heart, JA>JB>JC>land 2A>close standing C>C+D will connect on
    standing opponent.
    Jump B: Another one of Shin's signature moves.  His IAD B is simply lethal. 
    It's fast, crosses up easily, advantage on guard, leads to damaging combo on
    hit.  As broken as it sounds, it only works like that in okizeme.  Other times
    opponent won't let Shin get to that cross up range with ease.  And there are
    plenty moves able to stuff the IAD B.  Still, it's better than many other jump
    attacks.  Proper use could win you a lot of matches.
    Jump C: Combo material mainly.  The only way I can think of using it besides
    in combo is back jump air dash C for air to air, although 623B could be the
    better alternative.  Used in aerial combos, it has a knockdown effect that
    your opponent won't be able to tech hit.
    Jump D: Hit detection strongly points at low forward direction.  It's the air
    move you need to use against opponents on the ground.  It has great reach and
    speed.  IAD D can use as a fast overhead.  Keep in mind starting combos IAD D
    depends on distance.  If your opponent is not close enough, only 2D will
    connect at best.  Use this move to end an aerial chain on defending opponents
    you will be able to continue attacking with 2B after you land.
    6A:  Overhead.  It's not fast but it catches opponent from crouching.  Usually
    you use this move after 2B to force your opponent stand up.  You can do combo
    after it hits.
    6B:  Hits low and takes a star on counter hit.  It could be mixed with 6A when
    opponent get used to stand up defend when they see Shin stand up after 2B,
    which indicates the coming 6A overhead.  You can also same combo after it hits
    like 6A.
    Grave shoot: Shin's grave shoot can anti air to certain extent.  More often
    it's just a combo material.
    Banishing Strike: Or Vanishing Strike.  It could be charged and the reach is
    Heavy strike:  It has a ridiculous long range.  Thus using it in wake up game
    or stalemate could be surprisingly good!  Heavy strike > C+D+E combo is really
    Normal throw/B+D grab:  Both does 24 damage and can't be boost canceled after
    it hit.  B+D only catches standing opponent, takes off a star on hit, has
    whiff animation and a longer reach.
    M2 - Special Moves:
    Nanto Senkyakuso: 214+B  Stars: 0/1
    Sliding attack.  Similar to crouching weak kick it has a low enough profile
    that it can go underneath many moves.  You could boost cancel it on hit or not
    to continue attacking or do a combo.  
    Nanto Gokutoken: 623+kick (air)  Stars: 0/1
    Flying kick. 623B is one of Shin's key moves because it has huge invincibility
    at start up and great combo potential on counter hit.  You can air dash 44 or
    66 and defend after the ground 623B to make it less vulnerable on guard. 
    Though simply boost canceling to run away is the best option.  The hard kick
    version must be blocked high and launches Shin's opponent on a normal hit, and
    slams opponent in to the wall on counter hit.  The boost 623D is quite
    interesting because it flies across the screen horizontally.  If it counter
    hits you can boost again for a wall bounce combo easily.  Boost cancel 623D
    will give you initiative to continue attacking as soon as you land. 
    Nanto Ryuhashidan: 236+A (tap repeatedly)   Stars: 0/1
    Big dizzy power(FAINT sign's color indicates how much your opponent is getting
    dizzy), no damage, unblockable fireballs. 
    Nanto Hakuhazan: 214+C   Stars: 1/2
    Swipe attack that dodges high moves, OTGs and staggers. This move also
    reflects most projectiles.  A key move to take away your opponent's stars. 
    Counter hit takes off 2 stars making it quite appealing to poke at mid
    distance especially since it dodges high moves.
    Nanto Senjuzan: 236+C -> 236+C   Stars (first): 0/1, (second): 1/2
    Shin charges back and forth. The first part misses crouching characters but
    the second doesn't and is an overhead.  You can boost cancel the first part
    but not the second.  On counter hit it will slam your opponent to the wall,
    you can do a combo like boost stand A>236C>stand A>236C>214C.  Therefore, when
    your opponent is around the corner, you might boost cancel the first part to
    attack from the other side when it gets blocked.  Or you could do a combo when
    it counter hits.
    Nanto Gyakushiso: close to opponent 63214+A   Star 1
    Command throw.  It has invincibility to meet many attacks.  Usually the
    easiest way to get this move to work besides okizeme is after 2A gets blocked.
     Ideally your opponent could pull up back to jump away and able to continue to
    block if you do 2A>2B.  It happens really quickly you opponent may not be able
    to react on time.  It's also a great move to do whenever Shin agility defend
    most moves!
    Nanto Hakuen Tenshou: 236D / 214D
    Forward/backward leap. The move has a bit of invincibility at the beginning
    and Shin can cancel normal attacks into and out of it.
    I won't die by your hand: when your own star gauge is empty 412363214+A  
    Aura: 1
    Shin kills himself so that he starts the next round with a full star gauge. 
    This is a pointless move because Shin is not invincible when this move
    activates.  Your opponent has time to take a nap then kill Shin before he
    suicides.  Well, that's a real suicide move…
    Nanto Raishinso: 236236+C   Aura: 1, Stars: 1/2
    Fast, invincible geyser attack that can be blocked with aura guard in the air.
     Somehow it doesn't cancel the projectiles.  They simply go through the geyser
    and counter hit Shin.  At any rate, Use this move in wake up is effective way
    to put a stop on thoughtlessly aggressive opponents.
    Nanto Senjuryugeki: 214214+C (hold)  Aura: 1, Stars: 1/3
    Multi-hit attack. Hold the button for more hits and big guard crush.
    Typically, it's 6 hits without charge, 12 hits after charging for 1 second,
    and 18 hits for the max charge.
    Nanto Shoshu Tokyaku: 236+CD
    ONE-HIT KILL…  Mhahahahahahaha!  Just don't do this move unless it's in combo
    because of its slow start up and horrible recovery time.
    PPP - Player profile
    This is a nosy section.  But these players deserve to be mentioned for their
    dedication on mastering Shin.  Without them, this game could be less fun
    without all those tidbits, glitches, and combos they discovered.  Skip this
    section if you don't care where your combos and tricks originated?
    P1 - Gensetsu
    Play list: http://www.youtube.com/view_play_list?p=B619F397E98A3FED 
    Also known as Mr.5 or 5 Sama, has been a top Shin player in Japan right from
    the beginning.  He made a combo video
    (http://www.youtube.com/watch?v=_QTMvDDOnYQ) a few days after the game came
    out, always been a top contender in tournaments, and posted some cool tricks
    on Japanese discussion board from time to time.  Although he is not that
    active recently, Japanese player still consider him one of the best Shin
    player.  (Gensetsu always pick B color of Shin)  
    P2 - Tomono
    Play list: http://www.youtube.com/view_play_list?p=B157D26BC8734C19 
    I've known about him (Not personally but from watching match videos) since
    Samurai Shodown 5 Special.  Now he is more popular than ever:  He has a combo
    named after him, discovered Shin's invincible glitch, and went into SBO
    tournament (although he lost to G.X.'s Raoh, it was a featured match in
    Arcadia) His namesake JA>JB/JC loop is really scary because of its huge damage
    and Tomono does it almost every match.  He is good at setting up for the loop
    combo:  raw banishing strike and counter hit Nanto Gokutoken.  It's amusing to
    see him catching opponent with those moves then do his kick ass combo no
    matter who he faces.  His matches are always entertaining!  (Tomono always
    pick E color of Shin)
    P3 - Naori
    Play list: http://www.youtube.com/view_play_list?p=0FD3CE13B2B9AFA6 
    His Shin is always soft and smooth.  Perhaps that's because he doesn't do
    banishing strike combo a lot and his combos rarely miss?  He attacks with
    typical moves but those moves are magically better in his hand…  His spacing
    skill is really awesome!  Naori's crouching strong kick combo is great,
    perhaps that's the reason he doesn't need to rely on banish strike combo for
    damage.  He is really good at doing C+D>E>far standing B>2C in his crouching
    strong kick and command throw combos.  The timing is just excellent (too early
    close standing B will come out, too later it will miss).  His game play is
    stable compared to others.  He doesn't really show off, although the stuff he
    does is difficult already.  (Naori always pick C color of Shin)
    *Note that Tomono and Naori both worked for Shin combo section for bonus DVD
    of the upcoming Hokuto no Ken port on PS2.
    P4 - Y san
    Play list: http://www.youtube.com/view_play_list?p=802943316D6814B1 
    Frankly I don't know his existence until I watched his matches against G.X.
    for the first time in Nov 06, when the game was almost one year old.  If there
    is anything special about his Shin, that would be his capability to defeat
    G.X.'s Raoh…  Just kidding!  Y san uses Shin's jab like no others.  Stand jab,
    dash jab, jump jab, boost jab, crouch jab…  Jab jab jab jab jab, anything
    happen there will be another jab.  Jab is the ultimate solution for offense
    and defense!  It's all good, lol!  Seriously I learned the importance of
    Shin's jabs from his match videos.  Such little move could cause a lot
    trouble.  (Y san usually picks A color of Shin)
    P5 - KYO
    If you never seen his match video, don't worry.  Me too.  He fills up Shin
    section in Arcadia that's all.  So we could have some incredible arcadia
    combos to toy with.  Very nice…
    QQQ - Character quote
    Again, thank Nohoho for translating this, so I can yell out the same lines
    with Shin:D
    You can find Shin and other's quotes in Japanese here:
    Q1 - Pre-Fight, Character Specific Lines
    vs. Heart
    "kingu, chikara koso seigi... deshita yo ne?"
    King, might makes right... isn't that how it went?
    "fun, inoru ga yoi"
    Go ahead and pray.
    vs. Mamiya
    "kisama... yuria ni niteiru na"
    You... look like Julia.
    vs. Jagi
    "nani mo mayou koto wa arumai! ima wa akuma ga hohoemu jidai nanda!"
    I've got nothing to lose. Now is the time for the devil to smile.
    "sono teido de ore no kokoro ga ugoku to omotteiru no ka!?"
    You think that's what it takes to get me fired up?
    vs. Kenshiro
    "sagashita zo! teme ni au tame ni jigoku no soko kara haimodotta ze!"
    I've been looking for you! I've crawled to the depths of hell and back
    to face you.
    "fu, wazawaza korosareru tame ni ka?"
    Did you come here just to be killed?
    "yuria wa ore ga morauzo"
    I'll be taking Julia.
    "... dou iu tsumori da?"
    What are you planning?
    vs. Thouther
    "yokarou... koroshiteyaru"
    Very well... I'll kill you.
    vs. Toki
    "chikara koso seigi... ii jidai ni natta mono da"
    Might makes right... it's great how the times have changed.
    "oroka na koto o..."
    What foolishness is this...
    vs. Raoh
    "yuria wa ore ga itadaiteiku"
    I'm taking Julia with me.
    "yokarou, inoru ga ii"
    Very well, go ahead and pray.
    Q2 - During the match
    "naani, kikoenna"
    Huh? I can't hear you!
    Grave Shoot
    Heavy Strike
    Banishing Strike
    Tech Hit
    "oresama o mikudasu koto wa yurusan!"
    I won't let you look down one me!
    "omae de wa ore no aite ni wa fusoku sugiru"
    You're nowhere near a match for me.
    Agility Defense
    "shunen ga tarin zo!"
    You lack tenacity!
    "so no teido ka?"
    Is that all you've got?
    "kisama no kougeki ni wa yokubou ga tarin!"
    Your attacks lack ambition!
    Health Lead
    "itai ka?"
    Does that hurt?
    "omae de wa isshou ore no waza wo mikiru koto wa dekin!"
    You'll never be able to figure out my techniques!
    Health Deficit
    "oresama wo mikudasu you na serifu wa hakasen!"
    I won't say anything that lets you look down on me!
    Opponent Guard Crush
    "kisama nado ore no aite de wa nai wa!"
    People like you are no match for me!
    BD Grab
    "doushita? sonna mono ka?"
    What's wrong? Is that it?
    Nanto Hakuhazan
    "nanto hakuhazan"
    Nanto Senkyakuso
    Nanto Gokutoken
    "nanto gokutoken!"
    Nanto Gyakushiso
    "jigoku e tsuki otoshite yaru!"
    I'll shove you down to hell!
    Nanto Senjuzan
    Nanto Raishinso
    "nanto raishinso!"
    Nanto Senshu Ryugeki
    "nanto senshu ryugeki!"
    "shine!"  (final strike)
    "fu... douyara koko made no you da... dagana... o-ore wa... omae no
    kenpou de wa shinan!"
    Hoo... well it looks like this is it... however... I-I... won't die by
    your hand!
    "nanto koshuken ougi! nanto shoshu tokyaku!"
    "nanbonme ni shinu ka na?"
    How many fingers until you die?
    (southern cross flag in background)
    Q3 - After fight
    KO by Kenshiro
    "ore to omae no kecchaku wa... mada tsuite wa inai..."
    You and I... still haven't settled this...
    "omae de wa ore no aite ni wa fusoku sugiru"
    You're nowhere near a match for me.
    "omae to ore ni wa ketteiteki na chigai ga aru... sore wa yokubou, shunen da"
    There are some clear differences between us... namely ambition and tenacity.
    "kenshirou, kubi wo aratte matsu ga yoi"
    Kenshiro, clean your neck and wait for me.
    "omae de wa, kono ore ni katsu koto wa dekin!"
    You can't win against me!
    "omae de wa isshou koko ni wa agate korenai"
    You'll never be able to stand up to me.
    "yokubou ga tarin... yokubou ga, na"
    You lack ambition... ambition, you know?
    "kisama no shunen nado son na mono ka"
    So that's the extent of your tenacity?
    vs. Mamiya
    "fufufu, utsukushi shinigao janaika"
    Isn't that a pretty corpse? 
    T - Tianyuan Special
    Many of these things I figured out by myself.  Simple and effective is what I
    was seeking the whole time.  So they are not that hard understand.  
    Extra notation first:
    5C = stand C
    c5C = close stand C
    f5C = far stand C
    5D = stand D
    c5D = close stand D
    f5D = far stand D
    T1 - My Combo:
    There are a few things that affect combos in Hokuto no Ken:
    1) Number of hits affects gravity
    Basically, floating characters drop faster as number of hits goes up.  Some
    characters have ways to break this rule by using glitches, though Shin doesn't
    have any.  So it's better to find the best combo for banishing strike, since
    that's Shin's bread and butter combo.
    2) Distance
    Between Shin, opponent and the wall, the distance in between matters!  When
    you are far away from the wall, a simple thing to do is a heavy strike ke
    after opponent hit by banishing strike and slam across the whole screen. 
    There is no way for Shin to run across the screen fast enough without spending
    the whole boost gauge.  Adding a heavy strike will move Shin forward while
    hitting (catching upyou're your opponent at the same time.  Then you boost
    right after to continue your combo as opponent slams into the wall.  Sometimes
    during a banishing strike combo, Shin's far stand C hit instead of close stand
    close C due to distance between the two.  It will affect the combo as well.
    3) Gauges
    Aura gauge requirement is obvious since you can't pull out supers without
    sufficient gauge, but boost gauge could be tricky.  Most of Shin's combo
    doesn't need boost gauge to start.  But the one that requires boost gauge to
    start banishing strike combo could be confusing.  The rule of thumb is that
    C+D+E requires at least 1.5 boost gauge IF you need to boost cancel some moves
    during the combo.  If it's just C+D, in combo or not, you don't need that 1.5
    boost gauge requirement to boost cancel moves during the combo.  Therefore,
    for one boost gauge, you could do 2B > 2B > E > 2A > c5C > C+D > 6 > C > 214C
    > E > ~ Yup, just one boost gauge!  But you will need at least 1.5 boost gauge
    if you want to do 2B > 2B > C+D+E > 6 > C > 214C > E > ~ Well, I could write a
    book to explain why it works this way, but that's beside the point.  All you
    need to remember is that C+D+E needs 1.5 boost gauge to do the complex combo,
    C+D needs no gauge at all.  
    4) Character Specific
    That's the difficult part because the combos vary depending on characters. 
    Even considering characters that belong to the same weight classes, non of
    them share the same banishing strike combo sets as far as I could tell.  I
    could only tweak the basic ones to make them maintain great stability + high
    damage + 2/3 stars + easy to memorize with limited time I have.  
    Now, put all the above factors together… welcome to my own banishing strike
    combo list:
    a) Raw BS combo
    C+D > ~ (No gauge required)
    b) 2 hit BS combo
    2A > c5C > C+D > ~  (No gauge required)
    2B > 2B > C+D+E > ~ (1.5 boost gauge required)
    c) 3 hit BS combo
    IAD B > 2A > c5C > C+D (No boost gauge required)
    A+B > E > 2A > c5C > C+D (1 boost gauge)
    2B > E > 2A > c5C> C+D (1 boost gauge)
    d) 4 hit BS combo
    2B > 2B > E > 2A > c5C > C+D (1 boost gauge)
    Sorted by types:
    I simplified the command for easier reading.  For further detail, please check
    Sorted by character portion.  
    a) Raw BS combo
    C+D > 6 > 2C > D (1 hit) > 214C > E > D (2 hits) > 236D, JA, JC > JA, JC > JA,
    JC > C (1 hit) > 236C, 236C.
    ^ For Rei, Juda, Raoh
    C+D > 6 > 2C > D (1 hit) > 214C > E > D (2 hits) > 236D, JA, JC > JA, JC > (JA
    air dash JB) x2 > C (1 hit) > 236C, 236C
    ^ For Ken, Toki
    C+D > 6 > 2C > D (1 hit) > 214C > E > D (2 hits) > 236D, JA, JC > JA, JC > 66
    > (JA air dash JB) x2 > C (1 hit) > 236C, 236C
    ^ For Jagi
    C+D > 6 > C (1 hit) > D (1 hit) > 214C > E > D (2 hits) > 236D, JA, JC > JA,
    JC > 66 JA, JC > C (1hit) > 236C, 236C
    ^ For Mr.Heart
    C+D > 6 > 2C > D (1 hit)> 214C > E > C > 6A > A > 6A > D > 236C, 236C
    ^ For Thouther
    C+D > 6 > 2C > D (2 hits)> 214C > E > C > 6A > A > 6A > D > 236C > 214C
    ^ For Mamiya
    C+D > 6 > 2C > 214C > E > C > 236C > A > 236C, 236C
    ^ For Shin
    b) 2 hit BS combo
    C+D > 6 > C (1 hit) > D (1 hit) > 214C > E > D (2 hits) > 236D, JA, JC > JA,
    JC > C (1hit) > 236C, 236C
    ^ For Mr. Heart, Toki, Ken
    C+D > 6 > 2C > D (1 hit) > 214C > E > C > 236C > A > 236C, 236C
    ^ For Mr. Heart
    C+D > 6 > C (1 hit) > 214C > E > C > 6A > A > 6A > D > 236C > 214C
    ^ For Mamiya
    C+D > 6 > 2C > 214C > E > C > 236C > A > 236C, 236C
    ^ For Rei, Raoh, Shin, Jagi
    C+D > 6 > 2C > D (1 hit)> 214C > E > C > 236C > A > 236C, 236C
    ^ For Juda
    C+D > 6 > 2C > D (1 hit)> 214C > E > C > 6A > A > C (1 hit) > 236C, 236C 
    ^ For Thouther
    c) 3 hit BS combo
    C+D > 6 > 2C > 214C > E > C > 236C > A > 236C, 236C
    ^ For Mr. Heart, Jagi
    C+D > 6 > 2C > 214C > E > D (1 hit) > 6A > A > C (1 hit) > 236C, 236C
    ^ Ken, Toki, Raoh, Juda, Shin, Thouther
    C+D > 6 > 2C > 214C > E > D (1 hit) > 6A > A > C (1 hit) > 236C > 214C
    ^ Mamiya
    C+D > 6 > 2C > 214C > E > D (1 hit) > 6A > A > C (2 hits) > 236C, 236C
    ^ Rei
    d) 4 hit BS combo
    C+D > 6 > C (2 hits) > 214C > E > D (2 hits) > 236D, JA, JC > 66 JA, JC > C (1
    hit) > 236C, 236C
    ^ For Ken and Toki
    C+D > 6 > C (1 hit) > 214C > E > C > 6A > A > C (1 hit) > 236C, 236C
    ^ For Jagi
    C+D > 6 > C (1 hit) > 214C > E > C > 6A > A > C (1 hit) > 236C > 214C
    ^ For Souther
    C+D > 6 > 2C > D (1hit) > 214C > E > C > 6A > A > C (1 hit) > 236C, 236C
    ^ For Shin
    C+D > 6 > 2C > 236C > A > 236C > 214C
    ^ For Rei, Mamiya and Mr. Heart
    C+D > far C (1 hit)/close D (1 hit)> 236C > A > 236C > 214C
    ^ For Raoh and Juda
    Sorted by character:
    VS Kenshiro
    a) Raw BS combo
    C+D > 6 > 2C > c5D (1 hit) > 214C > E > c5D (2 hits) > 236D, JA, JC > JA, JC >
    (JA air dash JB) x2 > f5C (1 hit) > 236C, 236C
    b) 2 hit BS combo 
    C+D > 6 > f5C (1 hit)/c5C > c5D (1 hit) > 214C > E > c5D (2 hits) > 236D, JA,
    JC > JA, JC > f5C (1hit) > 236C, 236C
    c) 3 hit BS combo
    C+D > 6 > 2C > 214C > E > c5D (1 hit) > 6A > c5A > f5C (1 hit) > 236C, 236C
    d) 4 hit BS combo
    C+D > 6 > f5 C (2 hits)/c5C > 214C > E > c5D (2 hits) > 236D, JA, JC > 66 JA,
    JC > f5C (1 hit) > 236C, 236C
    ^ Hit confirm for the first standing C after auto boost.  If it's far standing
    C, let the 2nd part comes out then 214C cancel and continue the combo.
    VS Raoh
    a) Raw BS combo
    C+D > 6 > 2C > c5D (1 hit) > 214C > E > c5D (2 hits) > 236D, JA, JC > JA, JC >
    JA, JC > f5C (1 hit) > 236C, 236C
    ^ The timing of 236D canceling close stand D (2 hits) is quite strict.  You
    have to do the whole motion as soon as possible without any delay otherwise
    the JA after 236D will miss.
    b) 2 hit BS combo
    C+D > 6 > 2C > 214C > E > c5C > 236C > c5A > 236C, 236C
    c) 3 hit BS combo
    C+D > 6 > 2C > 214C > E > c5D (1 hit) > 6A > c5A > f5C (1 hit) > 236C, 236C
    d) 4 hit BS combo
    C+D > f5C (1 hit)/c5D (1 hit)> 236C > c5A > 236C > 214C
    VS Toki
    a) Raw BS combo
    C+D > 6 > 2C > c5D (1 hit) > 214C > E > c5D (2 hits) > 236D, JA, JC > JA, JC >
    (JA air dash JB) x2 > f5C (1 hit) > 236C, 236C
    b) 2 hit BS combo 
    C+D > 6 > f5C (1 hit)/c5C > c5D (1 hit) > 214C > E > c5D (2 hits) > 236D, JA,
    JC > JA, JC > f5C (1hit) > 236C, 236C
    c) 3 hit BS combo
    C+D > 6 > 2C > 214C > E > c5D (1 hit) > 6A > c5A > f5C (1 hit) > 236C, 236C
    d) 4 hit BS combo
    C+D > 6 > f5 C (2 hits)/c5C > 214C > E > c5D (2 hits) > 236D, JA, JC > 66 JA,
    JC > f5C (1 hit) > 236C, 236C
    ^ Hit confirm for the first standing C after auto boost.  If it's far standing
    C, let the 2nd part comes out then 214C cancel and continue the combo.
    VS Jagi
    a) Raw BS combo
    C+D > 6 > 2C > c5D (1 hit) > 214C > E > c5D (2 hits) > 236D, JA, JC > JA, JC >
    66 > (JA air dash JB) x2 > f5C (1 hit) > 236C, 236C
    ^ Remember to dash a bit after landing from the JA, JC loop then continue the
    combo with jump A air dash jump B.
    b) 2 hit BS combo
    C+D > 6 > 2C > 214C > E > c5C > 236C > c5A > 236C, 236C
    c) 3 hit BS combo
    C+D > 6 > 2C > 214C > E > c5C > 236C > c5 A > 236C, 236C
    d) 4 hit BS combo
    C+D > 6 > f5C (1 hit)/c5C > 214C > E > c5C > 6A > c5A > f5C (1 hit) > 236C,
    VS Shin
    a) Raw BS combo
    C+D > 6 > 2C > 214C > E > c5C > 236C > c5A > 236C, 236C
    ^ Actually you could try Tomono combo:
    C+D > 6 > 2C > c5D (2 hits) > 214C > E > c5D (2 hits) > 236D, JA, JC > JA, JC
    > JA, JC > f5C (1 hit) > 236C, 236C
    It's quite unstable for me so I just stick with the easy one plus great
    b) 2 hit BS combo
    C+D > 6 > 2C > 214C > E > c5C > 236C > c5A > 236C, 236C
    c) 3 hit BS combo
    C+D > 6 > 2C > 214C > E > c5D (1 hit) > 6A > c5A > f5C (1 hit) > 236C, 236C
    d) 4 hit BS combo
    C+D > 6 > 2C > c5D (1hit) > 214C > E > c5C > 6A > c5A > f5C (1 hit) > 236C,
    ^ It seems impossible since Shin's quite heavy.  That last far standing C only
    the last part will hit.
    VS Rei
    a) Raw BS combo
    C+D > 6 > 2C > c5D (1 hit) > 214C > E > c5D (2 hits) > 236D, JA, JC > JA, JC >
    JA, JC > f5C (1 hit) > 236C, 236C
    ^ The timing of 236D canceling close stand D (2 hits) is quite strict.  You
    have to do the whole motion as soon as possible without any delay otherwise
    the JA after 236D will miss.
    b) 2 hit BS combo
    C+D > 6 > 2C > 214C > E > c5C > 236C > c5A > 236C, 236C
    ^ This simple combo inflicts huge damage on him   
    c) 3 hit BS combo
    C+D > 6 > 2C > 214C > E > c5D (1 hit) > 6A > c5 A > f5C (2 hits) > 236C, 236C
    ^ Remember let the second part of far standing C comes out because canceling
    into 236C, or 236C follow might miss
    d) 4 hit BS combo
    C+D > 6 > 2C > 236C > c5A > 236C > 214C
    VS Juda
    a) Raw BS combo
    C+D > 6 > 2C > c5D (1 hit) > 214C > E > c5D (2 hits) > 236D, JA, JC > JA, JC >
    JA, JC > f5C (1 hit) > 236C, 236C
    ^ The timing of 236D canceling close stand D (2 hits) is quite strict.  You
    have to do the whole motion as soon as possible without any delay otherwise
    the JA after 236D will miss.
    b) 2 hit BS combo
    C+D > 6 > 2C > c5D (1 hit)> 214C > E > c5C > 236C > c5A > 236C, 236C
    c) 3 hit BS combo
    C+D > 6 > 2C > 214C > E > c5D (1 hit) > 6A > c5 A > f5C (1 hit) > 236C, 236C
    d) 4 hit BS combo
    C+D > f5C (1 hit)/c5D (1 hit)> 236C > c5A > 236C > 214C
    VS Thouther
    a) Raw BS combo
    C+D > 6 > 2C > c5D (1 hit)> 214C > E > c5C > 6A > c5A > 6A > f5D > 236C, 236C
    b) 2 hit BS combo
    C+D > 6 > 2C > c5D (1 hit)> 214C > E > c5C > 6A > c5A >f5 C (1 hit) > 236C,
    c) 3 hit BS combo
    C+D > 6 > 2C > 214C > E > c5D (1 hit) > 6A > c5A > f5C (1 hit) > 236C, 236C
    d) 4 hit BS combo
    C+D > 6 > f5C (1 hit)/c5C > 214C > E > c5C > 6A > c5 A > f5C (1 hit) > 236C >
    VS Mr. Heart
    a) Raw BS combo
    C+D > 6 > f5C (1 hit)/c5C > D (1 hit) > 214C > E > c5D (2 hits) > 236D, JA, JC
    > JA, JC > 66 JA, JC > f5C (1hit) > 236C, 236C
    ^ Dash forward a bit after the second JA, JC loop to improve the consistency
    of the combo
    b) 2 hit BS combo
    C+D > 6 > f5C (1 hit)/c5C > c5D (1 hit) > 214C > E > c5D (2 hits) > 236D, JA,
    JC > JA, JC > f5C (1hit) > 236C, 236C
    c) 3 hit BS combo
    C+D > 6 > 2C > 214C > E > c5C > 236C > c5A > 236C, 236C
    d) 4 hit BS combo
    C+D > 6 > 2C > 236C > c5A > 236C > 214C
    VS Mamiya
    a) Raw BS combo
    C+D > 6 > 2C > c5D (2 hits)> 214C > E > c5C > 6A > c5A > 6A > f5D > 236C >
    b) 2 hit BS combo
    C+D > 6 > f5 C (1 hit)/c5C > 214C > E > c5C > 6A > c5A > 6A > f5D > 236C >
    c) 3 hit BS combo
    C+D > 6 > 2C > 214C > E > c5D (1 hit) > 6A > c5A > f5C (1 hit) > 236C > 214C
    d) 4 hit BS combo
    C+D > 6 > 2C > 236C > c5A > 236C > 214C
    Now, my command throw (63214A) combo:
    a) No gauge - 2 stars in the center:
    CT > A+C > JA, C, D > 623B
    ^ For Rei, Ken, Juda
    CT > A+C > JA, B, D > 623B
    ^ For Toki, Thouther
    CT > A+C > JB, D > 623B
    ^ For Mr. Heart, Shin
    CT > A+C > JC, D > 623B
    ^ For Shin
    CT > 214C
    ^ For Raoh
    CT > 66 A+C > JA, B > 623B
    ^ For Mamiya, Jagi
    b) No gauge FKO in the center:
    CT > 236 C+D
    ^ For Rei, Ken, Juda, Mr. Heart, Thouther, Shin
    c) One boost gauge - 2 stars FKO
    Center, CT > E > 2C > 214C > E > 236C+D
    ^ Any character, any place, any time!
    d) One boost gauge - 3 stars FKO:
    Center, CT > C+D > E > 2A > 2C > 214C > E > c5C > 236C+D
    ^ For Rei, Juda, Mr. Heart, Thouther, Shin, Ken, Toki.  It doesn't work full
    screen, but around 3/4 away from the corner is good enough.  Or you could skip
    the last C and goes for FKO right away to make it work full screen.  If it's
    close to the corner, use the following combos instead.  For Toki, Ken and
    Shin, you have to delay that E > 2A a bit to work.  Others simply require the
    fastest timing.
    Corner, CT > 2C > C+D > E > 2A > 2C > 214C > E > C > 236C+D
    ^ For Mr. Heart, Shin, Mamiya, Juda, Jagi
    Corner, CT > C+D > E > 2A > 2C > 214C > E > C > 236C+D
    ^ For Raoh, Ken, Rei
    Etc combos:
    Corner, 2B > 2D > 214C > 236C+D
    ^ For Rei, Juda, Mr. Heart, Raoh, Shin, Ken, Toki
    ¾ screen away from the corner, 2B > 2B > E > 2C > E > 214C > E > C+D > 6 > A+B
    > E > 236C+D
    ^ -3 star FKO combo with just one boost gauge, learn this from Naori's match
    ~ > C+D > 6 > A+C > 2148C > E > 236C+D
    ^ abusing the glitch, -3 stars FKO combo
    T2 - IMO
    This game cannot be played like SF, KOF or GGXX series.  Play only Hokuto no
    Ken if it's possible when you start to learn this game. Mixing it with other
    fighting games results in terrible gaming experience, which you will
    constantly be complaining about how you already input the moves but they
    wouldn't come out!  The move input/buffer timing in this game is different to
    others.  It takes time get use to the tempo.  Focus on your main character
    with the same manner.  Besides getting use to the characters, some of them
    like Toki or Rei that need fastest input in their combos while most of Shin's
    combos require such timing that you can't do them too fast or slow. When you
    want to fool around with other characters, Jagi and Juda are good choices
    because these characters share some similarities with Shin. I learned plenty
    of techniques from using those two characters that enhanced my Shin quite a
    Then, like SBO champ Kurenai no Buta said in his interview with Arcadia
    reporter (translated by Nohoho):
    A: What was the key to your victory?
    KnB: To put it simply, I didn't miss many combos. I worked hard back home on
    not missing combos and it paid off. Also, I spent all day at the local
    fixed-rate free play arcade playing against D.K and Yurarix and that gave me a
    lot of confidence against Kenshiro and Juda. Because of that, I was able to
    win the finals.
    Practice your combos a lot, not against computer but human player!  And on
    different players not just your next door neighbor!  Do not expect to perform
    the combo on human players the way you do it on computer since it's always
    different.  Computer doesn't think, human being does!  Therefore practice the
    same combo for many times, especially since most of Shin's combos need timing
    and vary against different characters and in different conditions.  Spending
    time thinking "I should delay this part here and fastest input there plus it
    doesn't work on these characters from such distance" indicates you haven't
    master your combos yet.
    Whether you lose or not, always look for room to improve your gameplay.  It's
    the most valuable thing in this game.  Talk to other players if possible.  The
    sooner you find your flaws, the faster you will improve.  You don't want to
    repeat the same mistake until it becomes a bad habit.
    No, you don't have to take this section seriously.  It's just some mere
    opinion and experience.  Everyone plays differently.  Do whatever it takes to
    make yourself comfortable.
    T3 - Other Info
    T3a - Heavy strike abuse
    The best way to use the heavy strike is in wake up.  You can maintain offense
    continuity by ending the combo with 2B or far standing B OTG, which prevent
    stops opponent from using quick recovery, instead of the typical 214C.  Then
    place a heavy strike after 2B/f5B to hit your opponent right when they stand
    up. The flowchart may goes like this: {2B>2B>C+D+E>6>C>236C>A>236C>2B} or
    {2B>2D>214C>f5B} > A+B (hit opponent as he stands up) > E > 2A > c5C > C+D > ~
    When you don't have boost gauge to cancel heavy strike into combo, you might
    play a guess game base on: Shin's fastest 214214C > opponent's fastest poke >
    (Shin's 2B > opponent's delayed poke >) Shin's command throw > opponent
    defending > Shin's fastest 214214C. 
    Obviously your opponent could beat heavy strike with invincible start up
    moves, but those moves usually have bad recovery. Sometimes your opponent
    might be able to use wake up jabs to clash your heavy strike.  That indicates
    your heavy strike's timing is a bit late.  
    T3b - Breaking the 3 stars limit
    This game's limitation of the maximum stars you can take away from your
    opponent is 3 per combo, but there are exceptions.  For instance, B+D grab
    doesn't count toward the limit.  Characters who can do a -3 star combo after
    B+D grab will make the combo -4 stars.  The alternative way to break the
    system is charged C+D.  Charged C+D is not restricted by the limitation
    either.  Usually charged C+D > ~ > C+D or C+D > ~ > charged C+D both takes off
    one star and you can get -4 stars combo this way.
    T3c - Banishing strike
    Boost Banishing strike, C+D+E, usually connects after 2B, 2C, far standing C
    (first hit).
    When your character staggered after blocking max charged banishing strike,
    swirl the stick as fast as you can then crouch block immediately.  You
    shouldn't be slammed into the wall unless it's right behind your back.  On the
    other hand, always remember to use auto boost 2B after opponent staggered by
    your charged banishing strike.  Even he is able to block your 2B, you could
    still continue your offense.
    T3d - Dizzy strategy
    As you can see from the combo list, any combo from raw banishing strike is
    deadly.  Instead of trying hard to get you opponent to eat a raw banishing
    strike, which rarely works unless you are a psychic, you could focus on
    getting a free banishing strike combo by dizzy your opponent first.  The trick
    is doing that 2B>2B>2D>236D, C>2C>A+C>JA x N>623B as much as you can. 
    Remember that 623B in combo are three hits!  Every hit counts toward building
    up your opponent's faint meter, a lot.  It's the reason you should use IAD B >
    623B for okizeme sometimes.  When an opponent who crouches after blocking IAD
    B anticipating Shin's 2B will get hit by 623B, which is an overhead in this
    situation, it is going to be three hits as well.  Often you do it twice your
    foe is dizzied.  214C increases faint meter quite fast as well.  Add it in
    combos to increase the chance of dizzying opponent.
    VVV - Versus strategy
    This section focuses on details of the interaction between Shin and foes. 
    There is no guaranteed ways to win, but knowing more about the match up will
    help you to make better decisions in different situations.
    V1 - Kenshiro
    Shin's rival forever. They have good moves against each other.  From mid
    range, Ken's far standing D and Shin's far standing C both stop instant air
    dash attacks.  Shin's IAD B is good at crossing up while Ken's IAD B > JA is
    hard to defend in the corner.  Both 2B are lethal as okizeme and rush down. 
    Kenshiro's 623C and Shin's 623B have invincibility at start and combo on hit. 
    And both have insane combos against each other.  It's a 50/50 fair game.
    V1a - Offense
    Most of the time Ken can walk back and forth poking with 2A or 2B and IAD B
    (to hinder Shin's dash 2B) then use far standing D to intercept attacks from
    Shin. It's treated as a combo material usually but there is much more about
    this move. For instance, it still hits Raoh, Thouther and Mr. Heart from
    crouching state. Against Shin, Ken could poke with this kick about three
    characters away where Shin's crouching B and D are not long enough to hit him.
    Unfortunately, it's difficult to punish Ken's whiffed far standing D due to
    its quick recovery. This means Ken can poke with that kick often as long as
    the distance is correct. When Shin usually does jump or IAD attacks in such
    range where Ken's poking with 2A/2B a lot, that's the time for far standing D
    to catch Shin. Whenever Ken's far standing D gets blocked, there is no
    guarantee way to punish him. If Ken uses 236D afterward since it has super
    armor to meet Shin's attack and connect once far standing D hits. Often
    crouching weak kick after blocking 236D will nail Ken if he is too close. 
    Boost for 2A>close standing C>C+D combo when 2B hits.
    To deal with far standing D, adjust the distance with Ken all the time. Back
    jump air dash B/C are good here because Shin could block in case Ken performed
    the standing kick.  If you look for huge damage, boost 2B when you anticipate
    the coming kick then go for Tomono combo. You could also try Shin's 214B,
    which leave him low enough to slide underneath the kick. Beware Kenshiro
    player might out guess you by doing IAD B. You could use 623B to counter that.
    If that's blocked on the ground, Ken's close standing D is guaranteed. Make
    sure you boost cancel to get away before that happens.  Or use less
    risky/reward far standing C.  Far standing C > C+D > okizeme is quite good
    V1b - Defense
    Whenever Ken's banishing strike hits you, that round could be over if the
    player pulls out a 70% or more life gauge combo.
    (http://www.youtube.com/watch?v=rB9CZFNAthA)  The common way to lead into
    banishing strike combo is 2B>2B>236C+E>C+D+E. Therefore, avoid getting hit by
    2B as best as you can. The good news is that Kenshiro won't use 2B for direct
    offense without some set up like 2B>2B>2D>236A (Shin blocks it)>boost 2B. 
    Thus, try to avoid blocking that 236A fireball and poke with 2B instead since
    it can go underneath the projectile, stops Ken's boost 2B, and doesn't fall
    for far standing D.  If Ken pushes too hard for dash 2B, either 2B (farther
    range) or 623B (invincibility) can beat him.
    Unless it's in the corner, Shin should stand block FIRST most of time when he
    recovers from the air because Ken has to get very close to Shin to do
    2B>2B(hit confirm)>236C+E>C+D+E, or the second B might miss.  On the other
    hand, Ken would like to catch Shin while he is crouching with IAD B in
    situations like that, and 2B combo after will be guaranteed.  Poke with
    standing A if the situation allows, otherwise stand block!  If Ken doesn't do
    IAD B right away, poke 2A to stop or at least clash with the possible IAD B,
    dash 2B.  Standing A (clash) > 2C to anti IAD B, 2A > 2B for everything else.
    When Shin falls in the corner, Ken players would most likely dash in for
    2A>2B> IAD B/2B mix up.   It's humanly possible to block these on reflexes.
    The bad news is that Ken could use air 214A after IAD B in the corner, which
    leads to a damaging combo and it's impossible to see it coming. Guard
    canceling after blocking IAD B is the key play here.  You can throw Ken from
    recovery when air 214A is blocked though.  Watch out for dash throw when you
    are constantly blocking. That leads to damaging combo too. Do not
    underestimate those 236D loop combos, even though they don't kill you within
    two combos, they dizzy Shin regularly after two combos. In addition, once
    Kenshiro could warp behind Shin after he performs Musou Tensei (236236B),
    think twice before you do predictable guard cancel when he is on the ground. 
    Ken can do anything he wants after warping through guard cancel. Shin will not
    be able to turn around in time to defend. A BS combo from the back that often
    says game over.  Again, don't use guard cancel too much against Ken on the
    ground. He has 6B, 214A and 66 wrap to deal with it.
    Ken's 6A is an overhead, so your opponent might use it with 2B for low/mid mix
    up. But it's quite slow and he yells "Ganzenryozanha!" very loud when he
    performs it. You should be able to block it on time even you are blind! When
    it hits, you might eat combo like 6A>E>c5D>f5D>236D>~. Don't let that happen! 
    Remember to crouch guard immediately after blocking 6A if Ken has boost gauge.
     Most likely he will boost cancel the move's slow recovery with a fast low
    attack such as 2B.
    V1c - Okizeme
    Ken's Hokuto Jyoumoushouha (623C) has plenty of invincibility at start up. It
    beats most okizeme attempts wonderfully. There is a glitch in this move that
    Ken could cancel it with A+C+E during the third hit. Ken will do his grave
    shot in mid air floating opponent very high and making them unable to tech so
    he could hit opponent in the air with a close standing D (Yup, another ground
    move in the air) that leads to 236D. That leads to a 40% combo so you'd better
    watch out for this move when you try to put pressure on Ken in the corner. 
    For okizeme Shin has command throw and 2B.  It's a solid hit/throw guessing
    game, and both kills all Ken's best options:  623C, 214A, and 6 warp.  Ken has
    no choice but guess right.  Try to catch Ken when his 623C whiffs. Sometimes
    your opponent will boost only twice, Shin can hit Ken from the back as soon as
    he lands. 
    Once Ken starts blocking, Shin could continue attacking with 2B>2B>2D>236D or
    C+D, 2B>6A, 2B>IAD B, 2B>dash 2B, 2B>63214A+E. It's matter of time for Shin to
    break opponent's defense. 
    V1d - Tidbits
    When Shin dizzies, struggle it out as fast as you can! If Ken player performs
    B+D grab or "Tenha no Kamae" then banishing strike, Shin might be able to
    recover before he attacks if you struggle fast enough.
    V1e - Conclusion
    While Kenshiro's combos are really hurt, he doesn't have that many mix ups
    like Shin. Ken relies on anticipation and punishing opponent who have a
    predictable pattern. With far standing D, 623C, and warping all leading to
    combo, playing unpredictably is essential to defeat to Kenshiro. Don't be
    tempted into reckless aggression. Ken is pretty good at getting out of
    pressure with damaging combo. Give some room for Ken to breathe, which means
    let him whiff some 623C or reversal, then run over him once he runs out of
    boost and aura gauge.
    V2 - Raoh
    Combo, combo and more combos! Raoh's combo has developed a lot since the game
    came out. Now Raoh can finish Shin with no boost in one combo. Although it's
    not easy, it's highly doable in human match. This is a tough match for Shin. 
    V2a - Offense
    Shin can try to catch Raoh from jumping back and other attacks with 623B in
    the beginning of the round. You'd better have a boost to get away in case it
    gets blocked. Otherwise Raoh's jump A is going to spell Shin's death right
    after.  I will suggest using far standing C.  Far stand C > C+D > okizeme (IAD
    B cross up) > combo could be an easy win sometimes.
    At mid range, Shin can poke with far standing C (often to prevent IAD
    attacks), stand A and 2B while looking out for Raoh's far standing D, 2D, air
    236C, IAD B forcing Shin to be defensive.  Try to avoid that because Raoh gets
    a lot of gauge from attacks Shin that blocks.  You might counter Raoh's jump B
    with 623B if you have the reflexes.  Now comes the tricky part, how to get
    close to Raoh?  If you go for dash IAD B, you might run into Raoh's grave
    shoot or jump B, Raoh's normal jump B tends to meet Shin's IAD B.  Key move
    here is dash BOOST STAND A!  It catches Raoh from any kind of jumping and
    ground attacks as well.  If he blocks you can chain it to 2B continue Shin's
    offense.  On hit you could do combos.  Once you conditioned Raoh with this
    move, you can force dash 2B/IAD B guessing game.  Until then, you have to make
    sure Raoh reluctant to attack.  Shin always loses in combo damage against
    Raoh.  If you don't have a boost or doesn't want to use it, you could use dash
    jump A > JB> JD.  JA will beat Raoh's jump B while JB > JD> will beat Raoh's
    ground attacks.  Usually JA whiff > JB cross up is difficult to defend.  It's
    not fast plus Raoh could do 214214A in response.  It's still better than
    rushing into your graveyard.  Once you force Raoh to block in close range,
    check out okizeme section for further details.
    V2b - Defense
    When you start blocking Raoh's attack, check his gauge status constantly. For
    an aura gauge, Raoh could cancel his slow recovery moves like 623A, 623C,
    banishing strike, 2D and even 214A with 41236D. Don't fall for them when you
    see your opponent whiff those moves to lure your attacks. With a boost gauge,
    Raoh's mix-ups get a lot trickier. Beside his IAD B/D, dash 2B, and boost
    cancelable moves, pay attention to his 6B overhead. After you stand guard that
    kick, crouch block immediately because Raoh is going to do boost 2B since it's
    a combo after 6B hit, the fastest mid > low mix up he has, and Raoh is still
    on the offense side when you blocked his 2B. Try to guard cancel as fast as
    you can. The situation gets ugly once Raoh gains full gauges, or starts to
    delay 2B or anticipates your guard cancel and meets it with his 623A.
    Sometimes you might stick out a random 2C when Raoh's 2B pushed both sides far
    enough. It handles Raoh's IAD B well here. Go for a grave shoot combo when it
    Whenever Shin gets hit by Raoh's Kanzashi (air/ground, 214D), you are in
    serious trouble. If Raoh messes up the timing of 2A after stabbing the spike
    on the ground, you have to be careful not to fall into Kanzashi loop again
    because Raoh is really good at doing that. Shin should block all the time
    because Raoh might delay attacks to disrupt guard cancel timing and other
    attacks easily. Although Raoh will gain plenty of gauge, it's much better than
    falling into Kanzashi combo again, especially when Raoh can finish Shin with
    one combo nowadays. If you must guard cancel, you should try your luck on
    guard canceling for the first 2A.  Because Raoh players will always try to
    connect 2A after the spike, they have to hit confirm the first 2A and will be
    unable to react fast enough when it missed.  Eventually Raoh will try 6B or
    heavy strike to break Shin's defense. Watch out for them and beat those with
    2B on reflex. It's not too difficult to do this here because that's the only
    thing Shin can do when the spike is there keeping both sides from jumping and
    throwing each other. 
    V2c - Okizeme
    Shin has a difficult time putting pressure on Raoh, although he must do so
    because Raoh's offense is too tough for Shin to handle.  Understanding the
    flaws for every move is important.  And mix up all the flow chart to prevent
    Raoh from catching your pattern.  Here are you options for wake up games:
    1) Close standing A:  It works well against Raoh's 44 or Musou Tensei teleport
    because Shin can poke again to catch Raoh's recovery.  It loses to 623A.
    2) IAD B:  If it's a cross up, Raoh must block it.  Otherwise Shin is at a
    disadvantage if Raoh 44 dodges it.  It kills 2A and crouching guard but loses
    to 214214A and 623A.
    3) 2B:  Shin could at least force Raoh to block if his 44 dodge the first one.
     It beats 623A with correct timing.
    Generally Shin shouldn't delay attack against Raoh because Raoh's 2A is fast
    and beats delay attacks.  After Raoh blocks 2A, you could do command throw/2B
    mix up.  If you do this quickly enough your opponent usually won't be able to
    pull upback to avoid the throw and continue to block the 2B.  You could do the
    same with 2B, except it's a bit slower and your opponent has more time to
    Once Raoh blocks your attacks, here is your textbook flowchart:
    1) Close standing A/2B>2B>2D>236D>JB>JD: If Raoh blocks the whole thing you
    can continue to attack with 2B once you land.  It looks like it's a dead lock
    although Raoh can catch Shin with JA when he does 236D to upset the match.
    (Which is exactly what G.X. did in SBO against Tomono Shin)
    2) Close standing A /2B>2B>2D>C+D: Raoh can use 44 to dodge C+D on reaction
    then punish Shin.  If Shin charges it, Raoh's 2A could beat it easily.  Use
    this only to catch opponents who do JA against Shin's previous flowchart.
    3) Close standing A /2B>2B>far standing C>2D/C+D: This is what Shin should do
    when opponents get used to the above items.  By adding a far standing C, it's
    harder to see Shin's following moves.  You might have to worry Raoh's teleport
    against far standing C, but then Raoh is gambling on you not doing 2D, dash
    command throw/2B, after 2B>2B.
    4) Close standing A /2B>2B>6A/6B: interesting option after you've conditioned
    Raoh with 2B>2B>2D.  Although Raoh sees 6A/6B coming he could jab his way out.
     Most of time he has to block 2D.  Most people will fall for 2B>2B>6A in the
    beginning because their reaction time hasn't catch up.  Once your opponent has
    formed the reaction to stand up blocking when Shin stands up doing 6A.  It's
    time to throw 6B, which Shin will stand up first too, into the mix to further
    confuse Raoh.
    5) Close standing A /2B>2B>dash 2B/IAD B/dash command throw: The best mix up
    Shin has.  It could be very risky because when Raoh knows his options here he
    will gamble with an attack to upset the match.  Based on my experience, when
    opponent is low on life and stars, command throw most likely will meet jabs. 
    So use it only on rare occasion. With IAD B and dash 2B, the cycle goes like
    Shin's IAD B > Raoh's 2A > Shin's dash 2B > Raoh's A+C > Shin's IAD B.  Unless
    you are good at guessing game, risk reward ratio is in Raoh's flavor if he
    attacks.  But it's simple and the reward is still great.
    6) 2B>2B>2D>214D>EEE>JD:  An eccentric invincible variation when you are
    desperate?  It beats crouching attacks, dodges grave shoot, 214214A, JA.  And
    an overhead attack doesn't give away your initiative.  You lose boost gauge
    here with less risk in return.
    With these flowcharts, besides conditioning use, throw in some random mix ups
    to frustrate your opponent.  Simply don't following the same pattern.  Raoh is
    beastly when he sees through your attacks, just like in the anime?
    V2d - Tidbits
    Remember Shin can do 2B>2D>623D>236C+D to Raoh. It's not game breaking but it
    comes in handy when you desperately need to finish Raoh off without boost
    gauge and risking a command throw.
    Raoh's 214214A is unblockable in the air. People might use it as wake up move
    to beat Shin's IAD attacks and it works well though Raoh is risking 40%+ life
    gauge if Shin catches it with a banishing strike combo.
    V2e - Conclusion
    Generally Shin has the advantage in the first round when Raoh has no gauge
    yet. 623B, banishing strike, 236D and command throw are risky in most
    situation. It's difficult for Shin to kill Raoh within two combos but not the
    other way around. Once Raoh forces Shin to guard, he is threatening to gain
    back a lot gauges. Raoh could be difficult for Shin to beat. Play
    unpredictable all the time because there is no safe move against Raoh.  Know
    your options so you don't take unnecessary risk yet don't fall into the same
    V3 - Toki
    Eating a jab in the corner, 50% off Shin's energy gauge.
    Getting countered by Toki's 214A anywhere, 80% off Shin's energy gauge.
    Getting thrown by Toki around the corner, 70% off Shin's energy gauge.
    Being able to win despite the brokenness of Toki?  Priceless!
    Needless to say, Toki is the best "bug" character in this game.  He doesn't
    even need glitches to be the best, because Toki's design is a giant glitch
    already!  From 2A to IAD D, Ryubu teleport to throw, reversals to supers. 
    Every move he has is god damn broken! 
    Alright, even with that overall bad impression of Toki, he is not that insane
    as you can see from top Toki players frequently losing to other characters.  I
    am not saying he is weak; he is just not unbeatable yet.  He might not have a
    bad match up, but there is no easy win for him either.  Ameba (Toki's imposter
    and D color in this game: http://www.youtube.com/watch?v=CPZfUwQQs3s)
    strategy, (2A>2A>2D>623B) xN, could be used to scare the noobs away.  Against
    experienced players, he'd better have more variations or he will simply lose. 
    V3a - Offense
    At the beginning of the round, Shin's 2B is good because it stops Toki's 2D
    and teleports.  You can gamble with 623B to catch Toki 2D or jumping too.
    Usually when 2B hits you can combo into 623B>air dash B>land standing
    A>236C>A>236C>A>236C>214C.  That could be an easy -2 stars, nice chunk of
    damage and okizeme afterward.  If you have boost, you might force Toki to
    guess between boost standing A, or boost 2B immediately as the round begin. 
    Boost 2B kills many opposing moves like 2D, 2A, 214A(Anti 623A or boost A),
    while boost standing A stops Toki from jumping, anti 2B moves like 6B, 214B. 
    Do combos whenever any of those hit and continue attacking when they are
    blocked or clash. From mid distance, Shin's 2B simply stops Toki's 2D and
    catches the pesky teleporting forward.  If Toki tries to confuse you with
    combination of Ryubu teleport and high jumps, usually jump (A>) B> JC/D gets
    him pretty well.  If JB>JC hits, 623B ends the combo in the center, which sets
    up Shin's dash 2B/623B cross up okizeme, or land 2A>2C>214C in the corner.  If
    Toki blocks, end the chain with JD and continue with 2B when you land.  623B
    is great against opposing IAD D.  And 214C is good against projectiles and
    normal jump D.
    Usually Toki should be attacking because his moves are great only in offense. 
    In case he turtles a bit, Shin should get closer to Toki with the typical IAD
    B and dash 2B.  Back jump air dash forward is good too.  You might try back
    jump boost JD.  It could surprise Toki players quite a bit while the damaging
    Tomono combo is waiting for you when it hits.
    V3b - Defense
    Defending is the difficult part against Toki because of his deadly Ryubu
    Prison.  Against Ameba's 2A>2A>2D>623B>2A trap, agility defend Toki's 2D then
    2B will easily interrupt.  Unless Toki bust out 236236B you are safe. 
    Therefore Toki have to diversify his moves:
    1) 2A>2A>2D>623B: Shin can command grab Toki from warping toward.
    2) 2A>2A>2D>623A>Jump D:  Standing weak punch will defeat it.
    3) 2A>2A>2C: Use aura guard to defend and 2C will miss.
    4) 2A>2C or 2A>IAD D or 2A>2D:  Block block and BLOCK!!!  Ideally you could
    agility defend 2A then interrupt with 2B, agility defend 2D then attack back,
    or 2C against IAD D.  In reality you can't do all of them in once.  The truth
    is even I don't have any good idea how to deal with them.  If Toki does
    something like 2A>IAD>236A>throw I will just go to hide in the bathroom and
    cry…  Seriously my solution is to crouch block in this situation as oppose to
    as most people have suggested to standing block, which never worked for me. 
    Trust your instinct, or focus your attention here.  2C when you feel IAD D
    coming and 2A/2B when the throw is coming.  You don't have to worry about 2B,
    2A and teleport crap when your crouch block.  Just wait until Toki tries to do
    some real damage with IAD D or throw and kill him instead.  I know it's far
    from optimal but this method is simple enough to get out of the prison and win
    me plenty of games.  I hope one would offer me some good advice, or better
    options for this part.  Oh well.
    Once Shin is back to the wall, it's going to be his nightmare because Toki's
    throw combo consistently take away 70% of Shin's life gauge. It's so fast and
    meets Shin's slow attacks all the time. Basically you can't respond to throw
    by reflex. On the other hand, you still have to look out for Toki's Ryubu
    Prison. Though it's less effective, as it can't switch sides, any hit leads to
    damaging corner combo. Between attack and throw, you have to make up your
    decision quick and attack as soon as you think throw is coming. You could try
    to jump straight up to dodge attack and throw in that situation. Try not to
    guard cancel in the corner often because Toki's throw and delay attacks
    disrupt it very well. 
    Whenever Shin gets knocked down in the corner, Toki player might like to play
    jump>(air 236A>throw)/air D guessing game. It's hard to deal with because Shin
    has no move to stop that air D from that angle!  And that jump D could cross
    up too.  Blocking it is a difficult task.  Jump back and aura block or use
    623B to get away seems to be Shin's best options here.  
    V3c - Okizeme
    Okizeme against Toki is quite simple with Shin. The key move is 2B. This kick
    stops all of Toki's wake up super moves and others (due to distance issue, I
    usually do 2B>2D>236D, C>2A>2C>214C so I could oki Toki again). Only Toki's
    214B could stop it. For that Shin has 2A, although it is weak against Toki's
    214A and super moves, consider the fact that you can do Tomono combo after 2A
    hits, and keep on pressure on guard, it worth the risk. When you see Toki is
    being defensive or trying to abuse reversal moves, use command throw here.
    Sometimes Toki players like to jump up to dodge attacks and throws, though 2B
    should get him, you may try jump A>B>D>land 2B to force Toki to block. It gets
    even better when Toki in knocked down in the center of the screen. Shin's IAD
    B cross up work excellently on Toki. As long as you time it right, even Toki
    214A reversal will whiff after it is successfully activated. It dodges Toki's
    236236B too. Even when Toki blocks, you can continue to attack with 2B. Of
    course, you could try to cross up again with IAD B. While Toki is struggling
    between crouch and reverse stand block, it's your chance to command throw
    Toki! Basically Shin has a lot of tools to attack and break Toki's defense
    with ease. The real problem comes from defending Toki's attack.
    V3d - Tidbits
    Toki's Hokuto Sairaken (214214C) is a big uppercut move that cannot be blocked
    in the air even you use aura guard. Watch out sometimes. When you block it,
    only 2D is guaranteed to hit. Do a combo after that.
    V3e - Conclusion
    Both sides are good at okizeme in the corner, although Toki is much more
    brutal. It's not easy for Toki to reach to Shin, but he has a good chance to
    win once he gets Shin to block. Shin has to stop Toki before he start to beast
    V4 - Jagi
    Well, versus Shin could be a good match for Jagi. At least Jagi has better
    okizeme here in my opinion, which will be focused on in the defense section,
    though that's obviously not enough. Still, Jagi will rather fight Shin then
    the big four (Toki, Raoh, Rei and Yuda) and another terrible match up:
    Thouther. Shin general has advantage against Jagi, although it's not an easy
    V4a - Offense
    Jagi does not have good pokes like Shin. It doesn't take long to realize Shin
    IAD B, dash 2B are superior than Jagi's. If Jagi does shotgun from far
    instance, you could sent it back with 214 C easily. From mid distance, you
    could use boost 2B to attack through. Watch out for gasoline on the floor, it
    slows Shin's dashing forward. Abuse 623B here! Jagi doesn't have any threats
    to punish it. Reward and risk are overwhelming in Shin's flavor.
    V4b - Defense
    Once Jagi gets Shin to block, with help of some boost gauge, he could force
    some solid mid/low guessing. Something like 2B > 2369A > E > 2B is very
    difficult to defend. Situation becomes critical when Jagi mix up 2B, IAD B/D,
    air 236A and throw. If you can guard cancel, do it whenever you block Jagi's
    jump attacks. That's important when Shin is trapped in the corner. You want to
    avoid this guess game as much as possible. Don't guard cancel the ground moves
    too often though. Jagi might use delayed 2C and 214C to disrupt it. Following
    his 2C counter hit, C+D combo is guaranteed. That could be really painful,
    watch out for that. When Shin blocks Jagi's banishing strike, crouch defend
    for the coming boost cancel 2B. Jagi's banish strike provides a huge chuck of
    boost gauge for him after being blocked. This encourages him to continue to
    attack with boost cancel. Watch out for Jagi's grave shoot, it's slow but it
    has range and is an overhead. If the Jagi player like to perform grave shoot
    twice, 214B after blocking the first one will go through the second grave
    shoot, and you could boost cancel for a combo if it hits and rush down if it's
    V4c - Okizeme
    There is not much to cover here. In other words, do whatever you want!  Only
    Jagi's 236236C has the invincibility to get out of Shin's pressure. If you can
    nail him missing it by air dashing above it (not blocking though because Jagi
    could shorten his recovery by throwing out the needle at end of his super),
    attack him from the back for huge damage. Most of Jagi's moves are either too
    slow or ineffective to deal with Shin's 2B, IAD B/D and command throw. 
    V4d - Tidbits
    Jagi has a faster recovery from crouching hit state. It means that Shin 2A/2B
    > close standing C > C+D doesn't work on him when he is crouching. He will be
    able to block the standing C after 2A/2B hit. For that reason, Shin has to do
    2B>2B>C+D+E against Jagi. Remember the difference between C+D+E combo and
    typical banishing strike combo I mentioned in my combo section. You have to
    watch for boost gauge to do the best combo in different conditions. Also Jagi
    uses his statue to block attacks from crouching. It will crack and break if he
    blocks too many attacks. Strong attacks crack the statue faster than weak
    ones. When it crumbles, it's similar to guard break and Jagi will be unable to
    move for a short period. Using Aura Guard doesn't count towards breaking the
    statue though. 
    V4e - Conclusion
    As long as Shin is not pinned down in the corner; he has the upper hand in
    this match up. It's that simple.
    V5 - Rei
    Another tough character to beat. Quick movement, tons of good moves, and
    damaging combos. Shin is in passive state often because he doesn't have moves
    against Rei in air battle yet Rei's IAD B/D could easily confine Shin in any
    situation. Shin does have some solutions, but they are far from optimal.
    V5b - Offense
    Even though this section is supposed to focus on offense, Shin's best offense
    against Rei is defense.  This is not to suggest that Shin stand there waiting
    to guard. Instead, you have to do your best to preventing Rei from trampling
    on Shin first. Why couldn't Shin take the beat down role? Shin's air attacks
    are lose to Rei's ones from speed to range. Rei's air B pretty much seals all
    of Shin's options in the air. Rei's 2B is shorter than Shin's, but why would
    he bother to compete on the ground when his IAD B beats Shin's 2B as well?
    Besides IAD attacks, Rei has far standing D to meet Shin's 2B and banishing
    strike combo after that. As you can see, Shin cannot fight Rei in the air and
    his best ground move is highly vulnerable in this match up. Although Shin's 2B
    is not that good for offense, it at least stops Rei's dashing 2B so Rei has to
    jump in from mid distance in order get close. For that Shin has 623B, 214C and
    far standing C. It would be nice when 623B hit because of its damaging combo
    opportunity. Otherwise Rei has guaranteed close standing C combo unless Shin
    boost away. Far stand C is quite safe in comparison. When it hit Rei in the
    air, 214C will connect.  (C+D is good too but it tend to miss) This is your
    chance to dash toward Rei for Okizeme!  Sometimes, Rei players might fool
    around normal jump with air 236D armor and projectile from a distance. Shin
    should boost his 214C in this situation. 214C will deflect the projectiles and
    slice through the aura armor. When you see Rei charge up for his 236236C from
    not too far away, you may use B+D+E to grab him. Since that move has super
    armor, normal boost attacks cannot stop Rei. If Shin is close to Rei, you have
    236236C to catch Rei from jumping up.  Remember to punish Rei's blocked 236C,
    236C with boost 2A/2B. Other moves do not have the speed and range to hit Rei
    from recovery.
    V5b - Defense
    When you are trapped in Rei's JD>2B>2D>IAD D prison, try to agility defend
    that JD then force command throw/(2A>2C>A+C) mix up on him. Ideally you could
    use 2A to clash with Rei's JB (not JD) and standing A to knock out his JD.
    It's hard to apply in a real match. Especially when the opposing A+C loop
    takes above 40% and banishing strike combo takes 60% ~ 80% life gauge. Any
    mistake could be lethal.  If you happen to be trapped by close standing D>IAD
    B>close standing D>…  Good luck!  Rei is going to gain full gauges then break
    your guard with 2B or air 236D sooner or later.  In the mean time, you can't
    do anything but block!  You could use guard cancel.  The problem is that there
    is no safe way to guard cancel!  On ground, Rei has 236C that counter guard
    cancel.  236C>C+D+E hurts!  Rei's air 623A beats guard cancel with combos
    after too.  Okay, I might exaggerate the power of air 623A a bit.  As a
    friendly reminder from Nohoho: "Most Rei players are not so slick."  At any
    rate, choose your poison wisely if you are facing a good Rei player.  While
    you struggling to defend mid and low, input 2A as soon as you foresee the
    throw. If 2A hits, you have a guaranteed banishing strike combo since Rei was
    getting close for the throw. If you blocked Rei's 236D, boost do 2B to punish
    Rei from recovery on landing. After defending Rei's air 2B, 623B right away
    especially if Rei is directly above you.  If he doesn't defend, it will hit
    him.  When you are pinned down too hard, you might try 236236C against Rei's
    IADB/2B in wake up.  Until then block everything Rei throw at you as much as
    you can!
    V5c - Okizeme
    Rei have some options to get out of Shin's okizeme, but not game upsetting
    like the Hokuto brothers. Knowing how to stop him from getting away is the
    important.  2B and command throw both beat Rei's rising 623A/C as long as the
    distance is right. If he tries boost 623A/C to run away, 236236C and 214C will
    stop him pretty well.   He might use 236236A though the recovery is quite bad.
    Once he is conditioned not to abuse 623A/C, Shin's IAD B cross up could be
    another great tool to break his defense effectively. 2D >236D, B, D tend to
    meet Rei 623A/C, so you can abuse it here. 
    V5d - Tidbits
    Rei has a slower hit recovery on crouching state. Shin can do 2C>C+D if it hit
    Rei from crouching state. It's quite meaningless since Shin can do close
    standing C >C+D anyway.
    V5e - Conclusion
    Always remember Rei beats Shin in air. So don't use jump attacks the way you
    play against other characters.  He is far more dangerous than Toki for Shin. 
    Try hard to fend him away first.  Once you knock him down, you will be able to
    put some serious pressure on him.
    V6 - Juda
    "It's time of resourcefulness!"
    Juda is the most interesting match for Shin.  This is a competition of
    creativity!  The more resourceful you are, the better chance you will win the
    match up.  Every move has its purpose and weakness.  Doing the same move is no
    different than suicide for both sides.  The more you know about Shin and Juda,
    the more solutions you will have in different situation.  The possibilities
    are endless!   I could barely give out a few basic tricks, you have to figure
    out everything else on your own.
    V6a - Offense
    Opening of the round Shin has far standing C and 214C.  This first one only
    loses to 2D.  The latter beats everything but charged banishing strike.  If
    Juda uses boost 2A, Shin needs to do 2A to defeat it.  Even 2B is not fast
    enough.  Juda will usually wait a bit rather than attacking directly.  Since
    Juda is good at countering Shin's boost crouching attacks with far standing D
    > C+D, boost standing A is much better option.  That's your chance to do 236C.
     Unless Juda crouches or does fireball, which is uncommon unless he wants to
    fall into Shin's IAD attacks right away, he will either block or get hit.  On
    counter hit, dash forward for a combo.  On guard, Juda has to guess between
    Shin is going to do the follow up or not.
    Against Juda from mid distance, getting close to Juda without killing yourself
    is the key. Shin has to restrict the use of instant air dash due to Juda's raw
    banishing strike poke.  It has phantom range, deceiving duration, meats Shin's
    best moves such as IAD attacks and 2B, monstrous combo on hit, good recovery
    from distance and he can boost cancel to continue attacking.  Juda will have
    no reason to stop abusing this move  unless you can 214214C on reaction.  Once
    you catch Juda charging the move, Shin's 214214C is definitely going to beat
    it with counter hit.  That will be -3 stars and a huge chunk of life gauge. 
    If you don't have aura gauge, you'd better agility defend then use 2B/623B to
    stop Juda from attacking.  When Juda is reluctant to poke with banishing
    strike, you could start to use IAD attacks and beware Juda's 623A counter hit.
     Rather than risking IAD, Shin should use normal jump forward a lot.  Instead
    of doing the typical JA > JB > JC chain, Shin's better uses aura defend so he
    won't hit by Banishing strike, 623A, Supers, stand jabs, etc.  Attack when
    Shin is about or after landing.  Now you are getting close to Juda without
    killing yourself?
    When Juda is busy setting all kind of traps, Shin's 214B shines since it beats
    all them although you have to look out for Juda's far stand D counter hit. 
    Well, boost 214C works too and it's less risky.  If there is already a mine on
    the ground, Shin can use dash 2B to destroy it.  Again, look out for Juda's
    far standing D especially when he is standing two steps behind the mine.  To
    deal with Dagar's trickery (421B), the best solution is normal jump forward
    and aura guard.  Shin will block Dagar in the air and get pushed back safely.
    V6b - Defense
    When you are trapped in the corner, you can be either killed by Taji trap
    (Mine setup>2D OTG>236B>charge banishing strike:
    http://www.youtube.com/watch?v=o4dC6UmXLMA) or use guard cancel or supers. 
    They require one aura gauge.  One loses to delayed attacks like Juda's charged
    banishing strike or heavy strike.  The other leaves Shin vulnerable after Juda
    blocks.  You might try 623B, but it loses to Juda's Banishing Strike quite
    often.  The problem is you have to look for the gap between 236B and banishing
    strike, which is really tiny in this situation.  If you mess up and eat a raw
    banishing strike, there will be a lot of pain.  Depending on whether Juda is
    going to charge banish strike or not, agility defend 236B, then 623B to
    counter hit charged banishing strike could turn the game around.  On the other
    hand, when Juda abuses 2D (blocked) > 236B > Heavy Strike or charged Banishing
    Strike, you must be able to do 623B as soon as block that 2D.  Until you have
    the ability to stop Juda abusing this unblockable trick,this is one of the
    most deadly pattern Juda has.
    To get out of the dam rush, the best solution is to high jump to get away
    first.  There are some exotic options like using 44 to dodge Comac then boost
    cancel 44 and command grab Juda, or agility defend Comac close then command
    grab, which is not guaranteed, or boost B+D from a distance.  Since Juda can't
    do much against Shin high in the air.  You can air dash to make sure Juda
    won't catch you afterward.  If you are unfortunately stuck in the flood, try
    to block the floating object then guard cancel to stop Juda's heavy strike and
    charged banishing strike.  Or you could use aura block and hope the flood
    pushes you away before Juda's attack strikes you.
    When you use guard cancel, it's better to use it as soon as possible (Juda
    couldn't have time to bait it) or after blocking a banishing strike because
    Juda often boost cancel it and cannot use 214B to counter Shin's guard cancel.
     This is quite important because Juda's combo after his 214B guard cancel
    Shin's GC is lethal.  Another thing is that learn to block Juda's 6A by
    reflex.  It's too slow for fix up, though it has evasive property to meet low
    attacks, takes off 1 star on counter hit and he can combo afterward, which is
    the main reason Juda uses it for mix up even it's slow. 
    V6c - Okizeme
    There is not much I can offer here. The key is don't worry about Juda's 214B
    GC trick.  It's only good when it catches your banishing strike, which you
    could always charge to make it unpredictable.  214B GC is quite ineffective
    against fast pokes.  If he uses it against Shin's IAD B/D, please do IAD B/D >
    623B to disrupt his move.  Another thing is that you might want to look out
    for Juda's dam super because even you knock down both Comac and Juda after the
    activation, the flood will still be unleashed.  If you block it as Juda's
    rising attack, at least 214C or 623B counter hit Juda's recovery then block
    the flood.  Or you might try to exotic moves I mention before.  For some
    reason Juda is really heavy!  Many combos don't work on him because he falls
    too fast!  Well, I did find some combos that works for him, but in general it
    seems like Shin needs a raw banishing strike to do real damage to Juda. 
    Besides random banishing strike, do some combos that dizzy him fast.  (Juda
    has a short dizzy meter!)  Usually the ones with 214C are good.  Then you will
    be able to finish Juda in one shot with raw banishing strike combo. 
    V6d - Tidbits
    Juda's throws requires his helpers too.  Normal throw requires full Comac's
    gauge and B+D grab requires full Dagar's gauge.  Therefore don't worry about
    Juda's throw if his helper's gauge is not full.
    V6e - Conclusion
    Even with White's "Banizume" combo
    (http://www.youtube.com/watch?v=dXh8KHvXSNE) it's still a 50/50 fair match. 
    You just have to know what your options are.
    V7 - Thouther
    This match is quite similar to Rei.  Once Thouther traps Shin in the corner,
    there is no way to break it without using aura gauge for guard cancel.  In
    addition, the slow projectiles Thouther has are highly effective for okizeme
    on Shin.  Despite Thouther's incredible offense skill, he has same problem to
    get out of corner okizeme like Shin.  His short guard gauge and low stamina
    makes it even worse.  Therefore this match up is quite balanced once you get
    the initiative, able to maintain it is your goal.
    V7a - Offense
    When Thouther performs Nanto Bakuseiha (air 214A) high above the ground, use
    214C to reflect it.  If he does Bakuseiha is close to the ground, from a
    distance, Shin could jump air dash above the projectile.  To prevent Thouther
    from jumping in, far standing C and 2C > C+D are good options.  Catching
    jumping attacks with CH 623B will be rewarding, though you better be able to
    boost cancel if Thouther stand blocks it because he could punish it with
    standing C.  Go for okizeme whenever you knock him down.  Although Shin
    doesn't often attack first due to Thouther's powerful offensive moves, Shin
    has boost standing A for immediate offense when Thouther is on the ground.
    V7b - Defense
    623B is your best and only option in most situations.  Whenever Shin is
    knocked down in the corner, using wake up 623B to get out of okizeme is quite
    effective.  If there is a projectile approaching to Shin, agility defend it
    then use 623B.  That's pretty much all you can do under Thouther's assault. 
    You should guard cancel as soon you start to block.  Thouther needs gauges to
    continue his offense with boost cancel and gain back initiative from defending
    position with guard cancel.  He will not be able to gain gauges easily if his
    moves are not blocked.  
    V7c - Okizeme
    Thouther has two options to get out Shin's okizeme, 2141236A and guard cancel.
     Without aura gauge, Thouther is in serious trouble if he is trapped in the
    corner, especially with that crappy guard gauge he has.  Keep attacking to
    chip away his guard gauge fast then killing him with one banishing strike
    combo during his guard break is usually the easiest way to kill him.  If he
    has aura gauge, bait his guard cancel first then kill him afterward. 
    Basically all the patterns that work on Raoh work on Thouther.  Except you
    don't have to worry too about Thouther turning the match around easily with
    just guard cancel and 2141236A.
    V7d - Tidbits
    Not much to cover here.  If you have a boost gauge, you might do something
    like 2B>2B>2D>623D>far standing B OTG > A+B > E > 2A > c5C > C+D > ~ Usually
    that could be 60% of Thouther's life gauge plus okizeme opportunity.
    V7e - Conclusion
    Knock down -> Okizeme -> WIN.  
    V8 - Mr. Heart
    Two heavy height class characters fight each other; defense is really
    important!  Both have stable damaging combos against each other.  Both have
    great throws.  
    Both have guard gauge.  You have to know the weakness of Mr. Heart's moves in
    order to win.
    V8a - Offense
    Turtle!  It's time for Shin to stop poking moves like 2B and jabs since Mr.
    Heart cannot dash forward and his air dash is really short.  If you want reach
    Mr. Heart just walk or dash forward and pull back immediately when Mr. Heart
    does Earth Crush.  When Shin blocks his weak Earth Crush (214B), 623B is
    guaranteed to punish Mr. Heart.  Besides Earth Crush, beware Mr.Heart's 2A as
    well.  It has range, speed, and simple combos like 2A>2A>214B>JC>236236A take
    50% life gauge away from Shin.  Jump attacks are still in danger of countered
    by Earth Crush.  Mr. Heart's 623A/C and 214A stop Shin's IAD attacks pretty
    well.  Thus, other than high jump, jumping forward is generally not an ideal
    way to get close to Mr. Heart.  
    From a distance, Mr. Heart might try to store his super armor trick:  Mr.
    Heart's jumping hard punch has one-hit super armor.  He can store that super
    armor if he does the hard punch but lands from the jump before Mr. Heart goes
    into the punching animation. The simplest way to set this up is to do a
    backward instant air dash and press and hold the hard punch button until Mr.
    Heart lands. Now Mr. can boldly walk towards Shin and look for a combo
    starting with a standing weak punch. 
    Some variations:
    1) If he has Shin the corner: instant air dash towards after an air throw or
    Heart's A super grab, hold hard punch before landing and absorb his wake-up
    attack while combo-ing off a weak punch.
    2) The stored super armor beefs up a Heavy Strike (AB) -> Heart's A (236236A)
    set up.
    3) Absorb a long range poke and hit them with a weak Earth Crush.
    4) Absorb an IAD attack and hit with standing weak punch.
    Note that the super armor doesn't work against Heavy Strikes and special moves
    and goes away when you block a special move.
    Against Mr. Heart trying to do super armor trick in the air from a distance,
    Shin's 236C is the solution since it's a multi hits special moves.   It will
    hit him before he lands.  If Mr. Heart jumps, Shin could use jump chains to
    disrupt him in the air.   Sometimes the situation stalls when Shin is standing
    between Mr. Heart's weak and strong Earth Crush cover area, a heavy strike
    might catch him half screen away.  
    V8b - Defense
    Basically it's a solid guessing game.  When Mr. Heart's jump D blocked, he can
    play landing stand jab/B+D hit-throw option select.  Although Mr. Heart's B+D
    beats Shin's 2B, Shin should attack most of time since B+D doesn't do a lot of
    damage unless it's in the corner.
    When Shin is thrown to the corner after air throw and or Heart's Ace
    (236236A), Mr. Heart often likes to do strong Earth Crush to force Shin to
    defend.  If Shin has an aura gauge, you could use wake up 214214C to go
    through Earth Crush.
    When Mr. Heart could do 236C+D, remember to use wake up 623B more.  It's a
    simple way to get out okizeme and doesn't fall for 236C+D.  Or you could use
    back jump aura guard to play safe.  Just don't get up crouch block and see
    Shin helplessly stuck when Mr. Heart stops the screen with his FKO move.
    Against Mr. Heart's 214214A, you could jump back air dash through the staves
    to be flashy or just stand aura defend.  Remember to stand defend the second
    part which most people usually forget.  If you are close to Mr. Heart, you
    might try B+D+E or 63214 E~A  after blocking the first part to catch Mr. Heart
    from turtling on the ground.
    V8c - Okizeme
    Another fair guessing game here.  Mr. Heart could do 236236A to counter Shin's
    ground attacks and 623A/C to grab Shin from the air.  Plus with his 214A it's
    better to just step back a bit sometimes or do a heavy strike instead.  Either
    way Mr. Heart is playing high-risk vs low/medium return.  You should just go
    ahead and give it a shot.  When Mr. Heart blocks, break his defense as soon as
    possible to avoid his 214A guard cancel.  2B > 6A/command throw/2B is good. 
    Keep your attacks short and focusing on the mix-ups is the rule of thumb.
    V8d - Tidbits
    Due to Mr. Heart's huge size, you could do some silly combo like JA > JB > JD
    > land 2A > c5C > C+D > 6 > 2C > 236C > c5A > 236C > 214C on standing
    If you and your friend are too bored, try this:
    Big Hug Glitch
    There's a glitch with the Big Hug (236A) throw (available during his It Hurts!
    (236236C) super) where Heart's opponent can do a move as they start to get
    grabbed. For most moves this won't cause any noticeable effect. If they do an
    invincible move, however, they'll avoid getting thrown and do their move in
    mid-air.  Shin can do Reishinso it will look like this:
    Another Mr. Heart glitch:
    2P Grab Loops of Doom
    Two player Heart can perform repeated grabs on airborne opponents much more
    easily than one player Heart. Here are three combos with corresponding
    character/1P-2P restrictions:
    1) (corner) D -> 623A x n
    Both 1P and 2P Heart: Jagi, Rei
    2P Heart only: Raoh, Shin
    2) (corner) 2B -> 214B -> (near peak of jump) jA -> AC x 4 (-> 236236A)
    Both 1P and 2P Heart: Jagi
    2P Heart only: Shin, Rei
    3) (near corner) 2B -> CD -> auto boost (hold 6) -> D -> 236236C -> BD x n
    Both 1P and 2P Heart: Raoh
    2P Heart only: Kenshiro, Rei, Shin
    Still bored?
    Mr. Heart can do these things:
    Hopefully that explains why Mr. Heart is better than Shin in damage
    V8e - Conclusion
    For damage of course Mr. Heart is much better.  Shin wins in knocking off
    stars and general offense.  Shin is definitely at a great advantage if you
    know what you are doing.  Just have fun with Mr. Heart; after all he is just
    da King's pet?  Don't take this match too seriously.
    V9 - Mamiya
    It seems like as long as you are not facing Nax/Pochi
    (http://www.youtube.com/view_play_list?p=88E0C690552A23C9_ /
    http://www.youtube.com/view_play_list?p=D414EFC2B643042A ) Mamiya you should
    win with an overwhelming ratio.  623B is too much for Mamiya to handle.  And
    the helmet bomb and arrow could be taken out by stand jab or crouch weak kick,
    or just send them back with 214C.  Like Thouther, Mamiya's low stamina and
    short guard gauge are her major weaknesses.  Shin's attacks chip away her
    guard gauge extremely fast if she doesn't use aura guard.  Without aura gauge,
    Shin's max charged 214214C becomes guaranteed huge damage in wake up game.  I
    don't want to mention that Mamiya is absolutely hopeless when Shin activates
    god mode (invincible glitch, check out next section) Poor Mamiya…
    VX - Shin
    It's a mirror match!  It's the test of your skill!  It's your "KING" title to
    claim!  Remember to laugh when you FKO your opponent XD  
    XXX - Secrets, Glitches, and Unknown
    X1 - 4th dimension jump
    When Shin's opponent is in the corner, get close to them, do a backwards Nanto
    Hakuen Tenshou (214D) and then boost repeatedly towards the wall. Shin will
    appear on the other side of the screen!
    214D -> 6EEEEE
    X2 - Shin Invincibility Bug
    Translated by Nohoho:
    ~2D > 236D -> jC -> 2C -> AC -> jump-modified Senjuzan (2369E~C) > weak kick
    AKA: Muteking [Muteki (invincible) + King]
    Tomono discovered this bug that makes Shin invincible to strikes.
    After you do a Grave Shoot -> jump-modified Senjuzan, you'll be in mid-air but
    the game still thinks you're on the ground. Perform a weak kick Gokutoken and
    then land the instant it starts such that you only hear the sound of the
    attack, and Shin will be completely invincible to strikes for the rest of the
    Sometimes you can perform the weak kick Gokutoken motion and only hear the
    sound of the attack and yet still not become invincible. (possibly because the
    Gokutoken isn't invincible the instant it starts up)
    Vs. Toki you'll often wind up behind him after the 236C,  it's also hard to
    judge vs. Raoh. Hit confirm and lots of practice are key.
    Shin's opponent can disrupt this condition as follows:
    1) by throwing Shin (BD grab and hit-throws* don't work, however)
    2) by using Ken or Toki's counter attacks
    [* blockable attacks with throw-style animations, like, Juda 236A]
    Heavy strikes, guard cancels, Raoh's 214214A and Mamiya's
    6C won't work.
    Shin can disrupt this condition like so:
    1) by doing something that would make him invincible
    (623B, Tenshou leap, supers, back dash)
    2) by grabbing his opponent (throw, BD grab, command grab)
    Besides the above combo, it's possible to perform this trick after a
    Banishing hit or a command grab.
    Here are two example vids:
    X3 - Chikuseki bug
    Aka cumulative bug.  When succeed, Shin will get a large amount of boost/aura
    gauge for each move blocked after.
    Typical Chikuseki bug combo:
    ~>2D>236D>JC>2C>A+C>JA xn>623B
    Depends on opponent, JA should be around 4 hits, and as many as 6, 7 hits. 
    After that, gauges charges up tremendously for every move gets blocked and
    opponent's guard gauge depletes very fast as well.   
    X4 - Hidden winning quotes
    After winning in versus match, input different combination of direction and
    buttons, winning characters will have a different line (not the usual ones)
    for different combination in winning screen.  I think it only works when the
    language setting is Japanese.
    YYY - Youtube videos and other links
    Y1 - Youtube links
    My playlist: http://www.youtube.com/profile_play_list?user=tianyuan2k4 
    Pharaon92i (French): http://www.youtube.com/profile?user=Pharaon92i 
    Mamuuuut (French): http://www.youtube.com/profile_videos?user=mamuuuut
    atheisticfury(Taiwan): http://www.youtube.com/profile?user=atheisticfury 
    ShiroFC (Hongkong): http://www.youtube.com/profile?user=ShiroFC
    gn511522 (Hongkong): http://www.youtube.com/profile_videos?user=gn511522
    Y2 - Hokuto no Ken Official Website
    Y3 - Hokuto no Ken discussion boards
    Y4 - Others
    Strategy wiki: http://www6.atwiki.jp/hokuto/pages/131.html 
    New vids: http://blog.livedoor.jp/tasiromasasi2/ 
    Stage 4(Shiro's page): http://www11.big.or.jp/~see-law/main/ 
    White's blog: http://white-chiryaku.cocolog-nifty.com/blog/
    Kuuronn (G.X.'s Page) http://kuuronn.s35.xrea.com/
    ZZZ - Conclusion
    Well, it finally comes to the end.  There are a few people I have to thank
    - Special thanks to Curtis Allegra (aka Nohoho).  Without his move list and
    system info on gamefaqs in the very beginning I would have a difficult time to
    learn this game.  Without him translating Arcadia coverage, giving me first
    hand neat tricks, and burning match videos for me, I probably wouldn't
    continue to play it for such long period.  Without him helping me to
    translating many specific subjects like Shin's invincible glitches, character
    quotes, and other game play details, this guide probably wouldn't exist.  He
    even helped me to edit this guide!!  He deserves at least half of this guide's
    credit.  I really appreciate all his effort for making this guide happening. 
    Nohoho, you are the best!
    - Shiro, White, G.X. and others who upload all match videos for everyone to
    watch.  It's much easy to learn this game with the videos available.
    - Buronson-Tetsuo Hara/Coamix for creating the kick ass manga
    - Arc System Work for making this incredible fighting game
    - Arcadia for providing a lot of information in the beginning
    - Anyone who helped me I forgot to mention
    Then these are the things I haven't been able finish up:
    - Versus section, there is no competition in my area.  So I couldn't put more
    detail in it.
    - Missing combo in My Combo section.  I am still trying to complete them.
    This is it.  I hope you will find this giant mass somewhat helpful.  If you
    have any question and suggestion send me an email to:  tianyuan2k4@hotmail.com
    At last, I wish everyone having a wonderful time with Hokuto no Ken.  

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