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|description=Best move ever. | |description=Best move ever. | ||
* Hits quite high so it will lose to some low moves like Shin's 2B. | * 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). | * Also isn't a low, so you can't use this for high/low mixups (big whoop). |
Revision as of 12:17, 12 May 2022
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.
- 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.
Toki | |
---|---|
Damage Taken | |
100% | |
Jump Startup | |
4f | |
Backdash | |
1f |
Normals
c.A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 9 | 9 | 4 | 8 | -2 |
- Weak, redundant jab
Mostly useless. 2A is faster and provides great advantage, so use that instead.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
c.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 9 | 9 | 4 | 8 | -2 |
- Cancelable into itself.
Its long range and fast startup make it very good for footsies. Can also be used against low air-dashing opponents.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
c.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
19 | 13 | 4 | 24 | -13 |
Mostly used in combos.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
c.D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
19 | 13 | 4 | 24 | -13 |
Used in some combos, such as Rei crouching infinites.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 7 | 9 | 4 | 4 | +2 |
Still mostly useless.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 7 | 6 | 4 | 12 | -6 |
It's a normal. There were no notes on this so it's probably not very good.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 17 | 13 | 6 | 16 | -8 |
Slow startup, not very useful.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
f.D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
17 | 16 | 4 | 16 | -5 |
- 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.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
2A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 6 | 5 | 3 | 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.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
2B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Low | 6 | 16 | 4 | 18 | -12 |
- 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.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
2C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 8(14) | 9 | 4(5)4 | 16(12) | -1 |
- 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.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- First hit only is -8 on block.
2D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 16 | 11 | 4 | 20 | -6 |
- 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.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
j.A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 6 | 5 | 8 | 6 |
Mostly used in combos.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 6 | 5 | 8 | 6 |
Used as an air vs air and in combos.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.C
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 14 | 10 | 6 | 10 |
Wide horizontal range makes it useful as a cross-up in some situations.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
j.D
Universal Mechanics
Throw
No results
- 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.
No results
No resultsGrave Shoot
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 20 | 13 | 3 | 20 | -5 |
- Launches the opponent into the air.
- Can cancel into a teleport
Big upward kick. Mostly used in combos.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Grave Launch |
Heavy Strike
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
Unblockable | 20 | 41 | 4 | 20 | -8 |
Fairly short range but still useful in some situations. About middle-of-the-road as far as Heavy Strikes go.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Banishing Strike
Command Normals
6A
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 20 | 29 | 4 | 12 | -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.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
6B
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 20 | 17 | 4 | 16 |
- 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.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Launch |
6D
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 20 | 17 | 4 | 12 | -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.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Special Moves
Toukei Kohou
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 10 | 13 | 32 |
- 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.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Tenshou Hyakuretsuken
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
High | 3x5+20 | 9 | 444(12)4 | 12 |
- 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.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Tenshou Hyakuretsuken
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
2 | 20 | 4 |
- 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.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- Does not counter supers or projectiles
Hokuto Haryuushou
Version | Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|---|
Hokuto Haryuushou | 22 | 1 | 16 | 16 | |||
Hokuto Suibu Geki | 22 | 1 | 18 | 12 | 12 |
- 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.
Version | On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|---|
214A | |||||
214B |
- 214A
- 214B
Hokuto Ryuukojin
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
All | 1 | 31 | 15 |
- 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.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- Reflects Projectiles
Hokuto Musou Ryuubu (Forwards)
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
The Toki move. Blazingly fast teleport that completely changes the pace of the match by simply existing.
- Absurdly quick forward moving teleport
- Toki has almost no hitbox while teleporting
- Recovery can be cancelled into anything, even another teleport
- Can steal corner
- 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
Use this for everything. 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
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Hokuto Musou Ryuubu (Backwards)
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
- 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
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Hokuto Musou Ryuubu (Vertical)
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
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.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Super Moves
Hokuto Ujou Danjinken
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
7x10+39 | 29+1 | 28 | -24 |
- 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.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Hikou Sekkatsukou
Version | Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|---|
Hikou Sekkatsukou | All | 33 | 8+0 | +8 | |||
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.
Version | On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|---|
236236B | |||||
214214B |
- 236236B
- 214214B
Hokuto Shaihaken
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
44 | 6+3 | 6 | 30 | -17 |
- 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.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
Fatal KO
Hokuto Ujou Haganken
Guard | Damage | Startup | Active | Recovery | On-Block | Star Damage |
---|---|---|---|---|---|---|
FATAL | 20+5 | 20(7)20 | 63 |
- Fatal KO, requires the opponent to have 0 stars
- 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.
On-Hit | Boost Gain | Aura Gain | GC | Level |
---|---|---|---|---|
- hits otg