HNK/Toki

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Overview

Overview

Of course the guy who looks like Jesus is God Tier.

If you are even a little familiar with Hokuto no Ken, Toki probably needs no introduction. His ability to teleport around with no recovery allows for over-the-top mixups and pressure, and he has an answer to any situation, being fully equipped with two of the best reversal supers in the game, zero-startup low/high/air counter moves, a projectile, and a projectile reflector move. As his 2B has a long startup and he possesses no other low moves, Toki's mixup is centered more on confusing the opponent into guarding the wrong way than the usual high/low or low/throw styles. This makes for a fairly unique play-style, which can take some getting used to. However if you are playing to win and are willing to put in the effort, Toki is likely the best pick for you.

That being said, let us start this section off by listing Toki's main strengths and weaknesses.
Lore:is from a manga
Playstyle
Toki is a lightning fast teleport character, and can do just about everything.
Pros Cons
  • God Tier: Positive matchups against all characters; has two 9:1 matchups
  • Hokuto Musou Ryuubu: Best teleport ever. Goes all over the place at high speed with no recovery at all and can be cancelled into any move, even itself, for ridiculous mixups and free neutral. You could even treat it like a ghetto Boost.
  • Huge Combos: Can followup nearly every hit with huge no gauge combos. His throw and counters cause wallbounces, and even his slow 2B launches. Additionally, he has great star reducing abilities, and his FKO reaches fullscreen.
  • Incredible Defense: Hokuto Haryuushou is a frame 1 active counter that, as mentioned above, leads into insane reward. Can also reflect projectiles with Hokuto Ryuukojin, and has two of the best reversal supers in the game. Why not?
  • Honest Mids: 2B is his only low attack, and it's very slow.
  • Execution: 3-star FKO combos are fairly difficult to pull off.
  • God Tier: People may hold a grudge against you for using him.

HNK Toki Stock.gif Speed Up

he does stuff

Normals

c.A

c.A
Guard Startup Active Recovery On-Block Stars
All 9 4 -3
  • Weak, redundant jab

Mostly useless. 2A is faster and provides great advantage, so use that instead.

c.B

c.B
Guard Startup Active Recovery On-Block Stars
All 6 4 -7
  • Cancelable into itself.

Its long range and fast startup make it very good for footsies. Can also be used against low air-dashing opponents.

c.C

c.C
Guard Startup Active Recovery On-Block Stars
13 4 -14

Mostly used in combos.

c.D

c.D
Guard Startup Active Recovery On-Block Stars
13 4 -6

Used in some combos, such as Rei crouching infinites.

f.A

f.A
Guard Startup Active Recovery On-Block Stars
All 9 4 +3

Still mostly useless.

f.B

f.B
Guard Startup Active Recovery On-Block Stars
All 6 4 -7

It's a normal. There were no notes on this so it's probably not very good.

f.C

f.C
Guard Startup Active Recovery On-Block Stars
All 13 6 -8

Slow startup, not very useful.

f.D

f.D
Guard Startup Active Recovery On-Block Stars
16 4 -6
  • Stuns opponent when it hits on the ground, can follow up with a Banishing Strike except vs Mr. Heart.

Not very useful outside of combos.

2A

2A
Guard Startup Active Recovery On-Block Stars
All 5 3 +5

Best move ever.

  • Hits quite high so it will lose to some low moves like Shin's 2B.
  • Also isn't a low, so you can't use this for high/low mixups (big whoop).

If at any point you aren't sure what to do, just hold down and mash A! This makes up for any potentially mediocre normals Toki may have by itself.

2B

2B
Guard Startup Active Recovery On-Block Stars
Low 16 4 -13
  • Toki's only low
  • Launches on hit

Slow startup makes it somewhat less attractive than most of Toki's other mixup options, but it is important to throw it in every once in a while to keep your opponent crouching.

2C

2C
Guard Startup Active Recovery On-Block Stars
All 9 4(5)4 -2
  • Jump cancelable
  • First hit only is -9 on block.

Can follow up with another 2C on hit or guard, which can be Jump Canceled. Used in combos or as an anti-air.

2D

2D
Guard Startup Active Recovery On-Block Stars
All 11 4 -7
  • Not a low
  • Hits quite high so it will lose to some low moves like Shin's 2B.

Long reach, quick startup, and small hitbox make this Toki's main rushdown move.

j.A

j.A
Guard Startup Active Recovery On-Block Stars
High 5 8

Mostly used in combos.

j.B

j.B
Guard Startup Active Recovery On-Block Stars
High 5 8

Used as an air vs air and in combos.

j.C

j.C
Guard Startup Active Recovery On-Block Stars
High 10 6

Wide horizontal range makes it useful as a cross-up in some situations.

j.D

j.D
Guard Startup Active Recovery On-Block Stars
9 24

Insanely long active time. Can be used as a cross-up.

Universal Mechanics

Throw

6C or 4C
Guard Startup Active Recovery On-Block Stars
Throw 4 4
  • Opponent is thrown in the opposite direction, so for example if you input forward C, they will be thrown behind you
  • Causes wall bounce and can cancel into a teleport, allowing for no-gauge follow ups

Toki grabs his opponent and blasts them away from him. Hands-down the best throw in the game, makes your mixup game even more terrifying.

Toki does not have a BD throw, but this is the only throw you'd need any way.

Grave Shoot

A+C
Guard Startup Active Recovery On-Block Stars
All 13 3 -6
  • Launches the opponent into the air.
  • Can cancel into a teleport

Big upward kick. Mostly used in combos.

Heavy Strike

A+B
Guard Startup Active Recovery On-Block Stars
Unblockable 41 4

Fairly short range but still useful in some situations. About middle-of-the-road as far as Heavy Strikes go.

Banishing Strike

C+D
Guard Startup Active Recovery On-Block Stars
All 19-39 4 -10

Toki puts his hands together and unleashes a blast of energy. Mostly used in combos,

Command Normals

6A

6A
Guard Startup Active Recovery On-Block Stars
High 29 4 -2
  • Launches the opponent into the air

Not a very useful move. Slow startup, and there are better overhead options for Toki. Can be thrown out every once and a while to confuse your opponent, but you'd be better off using your teleports.

6B

6B
Guard Startup Active Recovery On-Block Stars
All 17 4
  • Launches the opponent into the air
  • Jumping kick. Can go over some low-hitting attacks

Not very useful except as a gimmick. Again, just teleport.

6D

6D
Guard Startup Active Recovery On-Block Stars
High 17 4 -2
  • Strike a pose.
  • Upper body invincibility
  • Overhead, but whiffs on every crouching opponent except Raoh and Heart.

A fancy-looking straight chop. Useful for countering high-hitting attacks and as an anti-air.

Special Moves

Toukei Kohou

63214D
Guard Startup Active Recovery On-Block Stars
All 13
  • Slow-moving ground projectile
  • Has basically no recovery and no limit to how many you can have at a time, spammable move
  • Takes off one star on Counter Hit

Can be used in combination with a teleport as a great wakeup option or just to make neutral annoying.

Tenshou Hyakuretsuken

j.236C
Guard Startup Active Recovery On-Block Stars
High 9
  • Cancelable into a teleport, except when low in the air
  • Takes off one star on Counter Hit

Very important in combos, cranks up hits for Basuke. Can also be used as an overhead after an air dash or by itself.

Tenshou Hyakuretsuken

j.214D
Guard Startup Active Recovery On-Block Stars
2
  • Frame 2 air counter
  • Won't work on projectiles or super moves
  • Takes off one star on Counter Hit

Causes wallbounce vs grounded opponents, and recovery ends while still in the air. One of many counters Toki has.

Hokuto Haryuushou

214A or 214B
Name Guard Startup Active Recovery On-Block Stars
Hokuto Haryuushou 1
Hokuto Haryuushou 1
214A
  • Frame 1 high/mid counter
  • Won't work on projectiles or super moves
  • Causes wallbounce
  • Takes off one star on Counter Hit

Obnoxious counter. Unparalleled defensive option, can even be used to bait guard cancels thanks to its speed. On hit, you can followup with a teleport for a massive, free combo.


214B
  • Frame 1 low counter
  • Sends the opponent flying

Not as awesome as Haryuushou because it doesn't cause wallbounce, but still insanely good. Can still followup with a teleport to murder your opponent violently for trying to play the game.

Hokuto Ryuukojin

214C
Guard Startup Active Recovery On-Block Stars
All 1
  • 1 frame startup projectile reflector with Super Armor
  • Reflected projectiles take a star on hit
  • Toki becomes completely invulnerable on a successful reflection, and is able to act during this time
  • Cannot reflect beam-type projectiles

Thanks to your teleports, your opponent doing anything hasty in neutral is out of the question already, but that doesn't make this reflector useless.

Hokuto Musou Ryuubu (Forwards)

623X
Guard Startup Active Recovery On-Block Stars

The Toki move. Blazing fast teleport with ludicrous range, and is used for basically everything Toki does. It's almost difficult to put into words how good this teleport is, and how fast Toki moves during it. Makes your opponent vomit trying to block your offense. Makes your opponent vomit trying to see where you are in neutral. Generally, makes your opponent hate you.

Toki has almost no recovery while teleporting, and the very small recovery can be cancelled into anything, even another teleport. Teleports cannot steal corner.

Mix between the versions just to make it even harder to tell what you're doing.


623A/C

  • Teleports diagonally into the air
  • C version goes farther than the A version

623B/D

  • Teleports straight ahead on the ground
  • D version goes farther than the B version

Hokuto Musou Ryuubu (Backwards)

421X
Guard Startup Active Recovery On-Block Stars
  • A backward-moving teleport
  • Unlike the forward version, this one does have quite a bit of recovery

The recovery renders this pretty much useless for anything but messing around - which you can do if you want, you are Toki after all!


421A/C
  • Teleports Toki diagonally into the air
  • C version goes farther than the A version

421B/D
  • Teleports Toki straight back on the ground
  • D version goes farther than the B version

Hokuto Musou Ryuubu (Vertical)

236A
Guard Startup Active Recovery On-Block Stars
1
  • A vertical teleport
  • On the ground it shoots you up into the air, and in the air it quickly brings you back to the ground
  • Doesn't count as jumping so you can jump twice after using it on the ground

Used extensively both in and out of combos, or just to make it even harder to tell what you're doing. Spamming this over and over to make the teleport line play constantly will get you kicked out of your local.

Super Moves

Hokuto Ujou Danjinken

236236C
Guard Startup Active Recovery On-Block Stars
29+1
  • Uses 1 bar of Aura
  • Toki strikes a pose, then speeds forward and past his opponent, striking them many times
  • Takes off one star on normal hit and two stars on Counter Hit
  • No startup invulnerability, but fully invulnerable when Toki moves forward

Staple combo finisher and also used to begin Dribble/Hyakuretsu combos.

Hikou Sekkatsukou

236236B or 214214B
Name Guard Startup Active Recovery On-Block Stars
Hikou Sekkatsukou 8+0
Hikou Sekkatsukou
  • Uses 1 bar of Aura

214214B
  • Install Super

Toki hits his own pressure points, powering up. Once activated, for a period of time the damage of Tenshou Hyakuretsuken, Toukei Kohou, and Hokuto Saihaken is increased, Tenshou Hyakuretsuken and the catch moves take one extra star than usual, and Toki's life doesn't recover. This move doesn't get much use as Toki usually has better use for his Aura, but it is by no means bad.


236236B
  • Takes two stars on normal hit, and will hit downed opponents
  • Counter hit causes wallbounce and takes 3 stars

Toki winds up and strikes his opponent's pressure points. Great reversal move, and has advantage on guard. For a period of time after connecting with this Toki's opponent is unable to recover health.

Hokuto Shaihaken

214214C
Guard Startup Active Recovery On-Block Stars
6+3
  • Uses 1 bar of Aura
  • Air Unblockable
  • Takes off one on normal hit and two stars on Counter Hit

The ultimate anti-air attack - like Raoh's Shinkesshuu, this move cannot be blocked at all in the air. Opponent goes flying into the air on Counter Hit so you can continue into a combo. However, if this move is used to take off your opponents last star, a special animation plays, and following up is not possible.

Fatal KO

Hokuto Ujou Haganken

236C+D when opponent has 0 stars
Guard Startup Active Recovery On-Block Stars
20+5
  • Hits fullscreen, even behind Toki, and hits downed opponents. GGs asshole.
  • Also goes through other projectiles, but this doesn't have much use except as a gimmick.

Toki sits down to relax for a moment, then shoots lasers from his hands. If these lasers hit, Toki kills his opponent. The absolute best FKO in the game.

Colors

HNK Toki Color 1.png
HNK Toki Color 2.png
HNK Toki Color 3.png
HNK Toki Color 4.png
A
B
C
D
E

Navigation

Toki
Ambox notice.png To edit frame data, edit values in HNK/Toki/Data.