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{{Infobox Character HNK | |||
|name=Toki | |||
}} | |||
{{TOClimit|2}} | |||
Before diving right into the combos be sure to familiarize yourself with Toki's special/super moves and important normals. | Before diving right into the combos be sure to familiarize yourself with Toki's special/super moves and important normals. | ||
==Normal Moves== | ==Normal Moves== | ||
== | ===Close=== | ||
=== | ===== <span class="invisible-header">cl.A</span> ===== | ||
{{MoveData | |||
A weak-looking jab. Mostly useless. | |image=Toki-c.A.png | ||
|name=cl.A | |||
|linkname=cl.A | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Mid | |||
|Startup=9 | |||
|Active=4 | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv=-3 | |||
|description=A weak-looking jab. Mostly useless. | |||
}} | |||
}} | |||
===== <span class="invisible-header">cl.B</span> ===== | |||
{{MoveData | |||
|image=Toki-c.B.png | |||
|name=cl.B | |||
|linkname=cl.B | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Mid | |||
|Startup=6 | |||
|Active=4 | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv=-7 | |||
|description=A straight kick. Cancelable into itself. Its long range and fast startup make it very good for footsies. Can also be used against low air-dashing opponents. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header">cl.C</span> ===== | ||
{{MoveData | |||
|image=Toki-c.C.png | |||
|name=cl.C | |||
|linkname=cl.C | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Mid | |||
|Startup=13 | |||
|Active=4 | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv=-14 | |||
|description=An underhand palm attack. Mostly used in combos. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header">cl.D</span> ===== | ||
{{MoveData | |||
A | |image=Toki-c.D.png | ||
|name=cl.D | |||
|linkname=cl.D | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Mid | |||
|Startup=13 | |||
|Active=4 | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv=-6 | |||
|description=A downward chop. Used in some combos. | |||
}} | |||
}} | |||
===Far | ===Far=== | ||
===== <span class="invisible-header">f.A</span> ===== | |||
A | {{MoveData | ||
|image=Toki-A.png | |||
=== | |name=f.A | ||
|linkname=f.A | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Mid | |||
|Startup=9 | |||
|Active=4 | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv=+3 | |||
|description=A straight jab to the face. Mostly useless. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header">f.B</span> ===== | ||
{{MoveData | |||
|image=Toki-B.png | |||
|name=f.B | |||
|linkname=f.B | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Mid | |||
|Startup=6 | |||
|Active=4 | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv=-7 | |||
|description=It's a normal. There were no notes on this so it's probably not very good. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header">f.C</span> ===== | ||
{{MoveData | |||
|image=Toki-C.png | |||
|name=f.C | |||
|linkname=f.C | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Mid | |||
|Startup=13 | |||
|Active=6 | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv=-8 | |||
|description=An upward punch. Slow startup, not very useful. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header">f.D</span> ===== | ||
{{MoveData | |||
A backhand punch. Stuns opponent when it hits on the ground, can follow up with a Banishing Strike. Not very useful outside of combos. | |image=Toki-D.png | ||
|name=f.D | |||
|linkname=f.D | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Mid | |||
|Startup=16 | |||
|Active=4 | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv=-6 | |||
|description=A backhand punch. 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. | |||
}} | |||
}} | |||
==Crouching== | ===Crouching=== | ||
=== | ===== <span class="invisible-header">2A</span> ===== | ||
{{MoveData | |||
A low jab. Best move ever. Fast startup, advantage on guard. If at any point you aren't sure what to do, just hold down and mash A! Hits quite high so it will lose to some low moves like Shin's 2B. | |image=Toki-2A.png | ||
|name=2A | |||
|linkname=2A | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Mid | |||
|Startup=5 | |||
|Active=3 | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv=+5 | |||
|description=A low jab. Best move ever. Fast startup, advantage on guard. If at any point you aren't sure what to do, just hold down and mash A! Hits quite high so it will lose to some low moves like Shin's 2B. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header">2B</span> ===== | ||
{{MoveData | |||
A sweep kick that sends the opponent flying into the air. Toki's only low move. Its 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. | |image=Toki-2B.png | ||
|name=2B | |||
|linkname=2B | |||
|subtitle= | |||
|caption=Everyone else's 2D but slower | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Low | |||
|Startup=16 | |||
|Active=4 | |||
|Recovery= | |||
|Hit Adv=Launch | |||
|Block Adv=-13 | |||
|description=A sweep kick that sends the opponent flying into the air. Toki's only low move. Its 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. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header">2C</span> ===== | ||
{{MoveData | |||
|image=Toki-2C.png | |||
|name=2C | |||
|linkname=2C | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Mid | |||
|Startup=9 | |||
|Active=4 (5) 4 | |||
|Recovery= | |||
|Hit Adv=Launch | |||
|Block Adv=-2 | |||
|description= | |||
* Jump cancelable. | |||
* First hit only is -9 on block. | |||
A stylish upward jab. Can follow up with another crouching C on hit or guard, which can be Jump Canceled. Used in combos or as an anti-air. | A stylish upward jab. Can follow up with another crouching C on hit or guard, which can be Jump Canceled. Used in combos or as an anti-air. | ||
}} | |||
}} | |||
=== | ===== <span class="invisible-header">2D</span> ===== | ||
{{MoveData | |||
A two-handed forward thrust. Its long reach, quick startup, and small hitbox make this Toki's main rushdown move. Hits quite high so it will lose to some low moves like Shin's 2B. | |image=Toki-2D.png | ||
|name=2D | |||
|linkname=2D | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Mid | |||
|Startup=11 | |||
|Active=4 | |||
|Recovery= | |||
|Hit Adv=Launch | |||
|Block Adv=-7 | |||
|description=A two-handed forward thrust. Its long reach, quick startup, and small hitbox make this Toki's main rushdown move. Hits quite high so it will lose to some low moves like Shin's 2B. | |||
}} | |||
}} | |||
==Air== | ===Air=== | ||
===A=== | ===== <span class="invisible-header">j.A</span> ===== | ||
{{MoveData | |||
A downward jab. Mostly used in combos. | |image=Toki-j.A.png | ||
|name=j.A | |||
|linkname=j.A | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=High | |||
|Startup=5 | |||
|Active=8 | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=A downward jab. Mostly used in combos. | |||
}} | |||
}} | |||
===B=== | ===== <span class="invisible-header">j.B</span> ===== | ||
{{MoveData | |||
An upward kick. Used as an air vs air and in combos. | |image=Toki-j.B.png | ||
|name=j.B | |||
|linkname=j.B | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=High | |||
|Startup=5 | |||
|Active=8 | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=An upward kick. Used as an air vs air and in combos. | |||
}} | |||
}} | |||
===C=== | ===== <span class="invisible-header">j.C</span> ===== | ||
{{MoveData | |||
A two-handed downward chop. Wide horizontal range makes it useful as a cross-up in some situations. | |image=Toki-j.C.png | ||
|name=j.C | |||
|linkname=j.C | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=High | |||
|Startup=10 | |||
|Active=6 | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=A two-handed downward chop. Wide horizontal range makes it useful as a cross-up in some situations. | |||
}} | |||
}} | |||
===D=== | ===== <span class="invisible-header">j.D</span> ===== | ||
{{MoveData | |||
A downward kick. Insanely long active time. Can be used as a cross-up | |image=Toki-j.D.png | ||
|name=j.D | |||
|linkname=j.D | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=High | |||
|Startup=9 | |||
|Active=24 | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=A downward kick. Insanely long active time. Can be used as a cross-up. | |||
}} | |||
}} | |||
==Command Normals== | |||
===== <span class="invisible-header">6A</span> ===== | |||
{{MoveData | |||
|image=Toki-6A.png | |||
|name=6A | |||
|linkname=6A | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=High | |||
|Startup=29 | |||
|Active=4 | |||
|Recovery= | |||
|Hit Adv=Launch | |||
|Block Adv=-2 | |||
|description=An overhead thrust that knocks the opponent into the air. Overhead attack. Not very useful when you consider Toki's other overhead options, but you can throw it in every once in a while to mix things up. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header">6B</span> ===== | ||
=== | {{MoveData | ||
|image=Toki-6B.png | |||
|name=6B | |||
|linkname=6B | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Mid | |||
|Startup=17 | |||
|Active=4 | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv=-6 | |||
|description=A jump kick that knocks the opponent into the air. Can dodge low-hitting attacks. Not very useful except as a gimmick. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header">6D</span> ===== | ||
{{MoveData | |||
A | |image=Toki-6D.png | ||
|name=6D | |||
|linkname=6D | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=High | |||
|Startup=17 | |||
|Active=4 | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv=-2 | |||
|description=A fancy-looking straight chop. Upper body invulnerability makes it useful for countering high-hitting attacks and as an anti-air. Hits overhead on Raoh and Heart, but won't hit other crouching characters. | |||
}} | |||
}} | |||
=== | ==Universal Mechanics== | ||
===== <span class="invisible-header">Throw</span> ===== | |||
A | {{MoveData | ||
|image=Toki-Throw.png | |||
|name=Throw | |||
|linkname=Throw | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Throw | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv=N/A | |||
|description=Toki grabs his opponent and blasts them away from him. Opponent is thrown in the opposite direction of the lever, 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. Hands-down the best throw in the game. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header">BD Throw</span> ===== | ||
Toki has no BD throw. | |||
Toki | |||
===Grave Shoot=== | ===== <span class="invisible-header">Grave Shoot</span> ===== | ||
{{MoveData | |||
A big upward kick that launches the opponent into the air. Can cancel into a teleport. Mostly used in combos. | |image=Toki-Grave.png | ||
|name=Grave Shoot | |||
|linkname=Grave Shoot | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Throw | |||
|Startup=13 | |||
|Active=3 | |||
|Recovery= | |||
|Hit Adv=-6 | |||
|Block Adv=Grave Launch | |||
|description=A big upward kick that launches the opponent into the air. Can cancel into a teleport. Mostly used in combos. | |||
}} | |||
}} | |||
===Heavy Strike=== | ===== <span class="invisible-header">Heavy Strike</span> ===== | ||
{{MoveData | |||
A strong low thrust. Fairly short range but still useful in some situations. About middle-of-the-road as far as Heavy Strikes go. | |image=Toki-Heavy.png | ||
|name=Heavy Strike | |||
|linkname=Heavy Strike | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Unblockable | |||
|Startup=41 | |||
|Active=4 | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv=N/A | |||
|description=A strong low thrust. Fairly short range but still useful in some situations. About middle-of-the-road as far as Heavy Strikes go. | |||
}} | |||
}} | |||
===Banishing Strike=== | ===== <span class="invisible-header">Banishing Strike</span> ===== | ||
{{MoveData | |||
Toki puts his hands together and unleashes a blast of energy. Mostly used in combos. | |image=Toki-Bani.png | ||
|name=Banishing Strike | |||
|linkname=Banishing Strike | |||
|subtitle= | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Mid | |||
|Startup=19-39 | |||
|Active=4 | |||
|Recovery= | |||
|Hit Adv=Banish Launch | |||
|Block Adv=-10 | |||
|description=Toki puts his hands together and unleashes a blast of energy. Mostly used in combos. | |||
}} | |||
}} | |||
==Special Moves== | ==Special Moves== | ||
===== <span class="invisible-header">Toukei Kohou</span> ===== | |||
{{MoveData | |||
|image=Toki-Toukei.png | |||
|name=Toukei Kohou | |||
|linkname=63214D | |||
|subtitle=63214D | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=All | |||
|Startup=13 | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=A slow-moving projectile that slides along the ground. Takes off one star on Counter Hit. Has short recovery and no limit to how many you can have on screen at one time. Can be used in combination with a teleport as a great wakeup option. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header">Tenshou Hyakuretsuken</span> ===== | ||
{{MoveData | |||
|image=Toki-Tenshou.png | |||
|name=Tenshou Hyakuretsuken | |||
|linkname=j.236C | |||
|subtitle=j.236C | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=High | |||
|Startup=9 | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Toki rapidly punches downward at his opponent. Takes off one star on Counter Hit. Cancelable into a teleport, except when low in the air. Very important in combos. Can also be used as an overhead after an air dash or by itself. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header">Hokuto Haryuushou</span> ===== | ||
=== | {{MoveData | ||
|image=Toki-AAtemi.png | |||
|image2=Toki-BAtemi.png | |||
|name=Hokuto Haryuushou | |||
|linkname=214A/B | |||
|subtitle=214A/B | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|version=214A | |||
|Damage= | |||
|Guard= | |||
|Startup=1 | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description= | |||
* Frame 1 high/mid counter. | |||
Takes off one star on Counter Hit. Won't work on projectiles or super moves. Causes wall bounce, and you can follow up with a teleport for a 70%~100% combo. Aside from using it on its own, it is also very good to use for baiting Guard Cancels. | |||
}} | |||
{{AttackData-HNK | |||
|version=214B | |||
|Damage= | |||
|Guard= | |||
|Startup=1 | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description= | |||
* Frame 1 low counter. | |||
Takes off one star on Counter Hit. Sends the opponent flying, and you can follow up with a teleport to continue into a combo. Not as awesome as Haryuushou because it doesn't cause wallbounce, but still insanely good. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header">Hokuto Ryuukojin</span> ===== | ||
{{MoveData | |||
|image=Toki-Ryuukojin.png | |||
|name=Hokuto Ryuukojin | |||
|linkname=214C | |||
|subtitle=214C | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard=Mid | |||
|Startup=1 | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=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. | |||
}} | |||
}} | |||
===Toki=== | ===== <span class="invisible-header">Hokuto Shourinkyaku</span> ===== | ||
{{MoveData | |||
|image=Toki-DAtemi.png | |||
|name=Tenshou Hyakuretsuken | |||
|linkname=j.214D | |||
|subtitle=j.214D | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard= | |||
|Startup=2 | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=Aerial counter move, and the only one with 2F Startup. Takes off one star on Counter Hit. Won't work on projectiles or super moves. Causes wallbounce vs grounded opponents, and recovery ends while still in the air. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header">Hokuto Musou Ryuubu (Forwards)</span> ===== | ||
{{MoveData | |||
|image=Toki-Tele.png | |||
|name=Hokuto Musou Ryuubu (Forwards) | |||
|linkname=623X | |||
|subtitle=623A/B/C/D | |||
|caption=Character defining | |||
|data= | |||
{{AttackData-HNK | |||
|version=623A | |||
|Damage= | |||
|Guard= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description= | |||
}} | |||
{{AttackData-HNK | |||
|version=623B | |||
|Damage= | |||
|Guard= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description= | |||
}} | |||
{{AttackData-HNK | |||
|version=623C | |||
|Damage= | |||
|Guard= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description= | |||
}} | |||
{{AttackData-HNK | |||
|version=623D | |||
|Damage= | |||
|Guard= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=A forward-moving teleport. A and C versions teleport you diagonally into the air, while B and D versions move straight ahead. The C and D versions have the same effect as the A and B ones, but move farther. Toki has almost no hitbox while teleporting, and the recovery can be canceled into any move. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header">Hokuto Musou Ryuubu (Backwards)</span> ===== | ||
{{MoveData | |||
|image=Toki-BTele.png | |||
|name=Hokuto Musou Ryuubu (Backwards) | |||
|linkname=421X | |||
|subtitle=421A/B/C/D | |||
|caption=Not as character defining | |||
|data= | |||
{{AttackData-HNK | |||
|version=421A | |||
|Damage= | |||
|Guard= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description= | |||
}} | |||
{{AttackData-HNK | |||
|version=421B | |||
|Damage= | |||
|Guard= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description= | |||
}} | |||
{{AttackData-HNK | |||
|version=421C | |||
|Damage= | |||
|Guard= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description= | |||
}} | |||
{{AttackData-HNK | |||
|version=421D | |||
|Damage= | |||
|Guard= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=A backward-moving teleport. A and C versions teleport you diagonally into the air, while B and D versions move straight back. The C and D versions have the same effect as the A and B ones, but move farther. Unlike the forward version, this one does have quite a bit of recovery. Pretty much useless for anything but messing around - which you can do if you want, you are Toki after all! | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header">Hokuto Musou Ryuubu (Vertical)</span> ===== | ||
{{MoveData | |||
|image=Toki-TeleA.png | |||
|name=Hokuto Musou Ryuubu (Vertical) | |||
|linkname=236A (Air OK) | |||
|subtitle=236A (Air OK) | |||
|caption=Character defining | |||
|data= | |||
{{AttackData-HNK | |||
|version=236A | |||
|Damage= | |||
|Guard=Mid | |||
|Startup=1 | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description= | |||
}} | |||
{{AttackData-HNK | |||
|version=j.236A | |||
|Damage= | |||
|Guard=Mid | |||
|Startup=1 | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description=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. | |||
}} | |||
}} | |||
=== | ==Super Moves== | ||
===== <span class="invisible-header">Hokuto Ujou Danjinken</span> ===== | |||
{{MoveData | |||
|image=Toki-Danjin.png | |||
|name=Hokuto Ujou Danjinken | |||
|linkname=236236C | |||
|subtitle=236236C | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard= | |||
|Startup=29+1 | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description= | |||
* Uses 1 bar of Aura. | |||
Toki strikes a pose, then speeds forward and past his opponent, striking them many times. Takes off one 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. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header">Hikou Sekkatsukou</span> ===== | ||
{{MoveData | |||
|image=Toki-Sekkatsu.png | |||
|image2=Toki-KBA.png | |||
|name=Hikou Sekkatsukou | |||
|linkname=214214B/236236B | |||
|subtitle=214214B/236236B | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|version=214214B | |||
|Damage= | |||
|Guard= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description= | |||
* Uses 1 bar of Aura. | |||
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. | |||
}} | |||
{{AttackData-HNK | |||
|version=236236B | |||
|Damage= | |||
|Guard= | |||
|Startup=8+0 | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description= | |||
* Uses 1 bar of Aura. | |||
Toki winds up and strikes his opponent's pressure points. Takes two stars on normal hit, and will hit downed opponents. Counter hit causes wallbounce and takes 3 stars. 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. | |||
}} | |||
}} | |||
=== | ===== <span class="invisible-header">Hokuto Saihaken</span> ===== | ||
{{MoveData | |||
|image=Toki-Saiha.png | |||
|name=Hokuto Saihaken | |||
|linkname=214214C | |||
|subtitle=214214C | |||
|caption= | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard= | |||
|Startup=6+3 | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description= | |||
* Uses 1 bar of Aura. | |||
A huge uppercut. The ultimate anti-air attack - like Raoh's Shinkesshuu, this move cannot be blocked at all in the air. Takes off one on normal hit and two stars on Counter Hit. 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(3rd picture), and follow up is not possible. | |||
}} | |||
}} | |||
=== | ==Fatal KO== | ||
===== <span class="invisible-header">Hokuto Ujou Haganken</span> ===== | |||
{{MoveData | |||
|image=Toki-GG.png | |||
|name=Hokuto Ujou Haganken | |||
|linkname=236CD | |||
|subtitle=236CD | |||
|caption=The screenshot is called 'GG' and I think that is very funny | |||
|data= | |||
{{AttackData-HNK | |||
|Damage= | |||
|Guard= | |||
|Startup=20+5 | |||
|Active= | |||
|Recovery= | |||
|Hit Adv= | |||
|Block Adv= | |||
|description= | |||
* Requires the opponent to have 0 stars. | |||
Toki sits down to relax for a moment, then shoots lazers from his hands and kills his opponent. Hits downed opponents. The lazer beams will also go through other projectiles, although this doesn't have much use except as a gimmick. | |||
}} | |||
}} | |||
{{Navbox-HNK}} | {{Navbox-HNK}} | ||
[[Category:Hokuto no Ken]] | [[Category:Hokuto no Ken]] |
Latest revision as of 17:40, 3 November 2021
Introduction
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.
Pros | Cons |
|
|
Before diving right into the combos be sure to familiarize yourself with Toki's special/super moves and important normals.
Normal Moves
Close
cl.A
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 9 | 4 | - | - | -3 | |||||
A weak-looking jab. Mostly useless. |
cl.B
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 6 | 4 | - | - | -7 | |||||
A straight kick. Cancelable into itself. Its long range and fast startup make it very good for footsies. Can also be used against low air-dashing opponents. |
cl.C
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 13 | 4 | - | - | -14 | |||||
An underhand palm attack. Mostly used in combos. |
cl.D
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 13 | 4 | - | - | -6 | |||||
A downward chop. Used in some combos. |
Far
f.A
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 9 | 4 | - | - | +3 | |||||
A straight jab to the face. Mostly useless. |
f.B
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 6 | 4 | - | - | -7 | |||||
It's a normal. There were no notes on this so it's probably not very good. |
f.C
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 13 | 6 | - | - | -8 | |||||
An upward punch. Slow startup, not very useful. |
f.D
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 16 | 4 | - | - | -6 | |||||
A backhand punch. 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. |
Crouching
2A
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 5 | 3 | - | - | +5 | |||||
A low jab. Best move ever. Fast startup, advantage on guard. If at any point you aren't sure what to do, just hold down and mash A! Hits quite high so it will lose to some low moves like Shin's 2B. |
2B
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Low | 16 | 4 | - | Launch | -13 | |||||
A sweep kick that sends the opponent flying into the air. Toki's only low move. Its 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
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 9 | 4 (5) 4 | - | Launch | -2 | |||||
A stylish upward jab. Can follow up with another crouching C on hit or guard, which can be Jump Canceled. Used in combos or as an anti-air. |
2D
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 11 | 4 | - | Launch | -7 | |||||
A two-handed forward thrust. Its long reach, quick startup, and small hitbox make this Toki's main rushdown move. Hits quite high so it will lose to some low moves like Shin's 2B. |
Air
j.A
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | High | 5 | 8 | - | - | - | |||||
A downward jab. Mostly used in combos. |
j.B
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | High | 5 | 8 | - | - | - | |||||
An upward kick. Used as an air vs air and in combos. |
j.C
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | High | 10 | 6 | - | - | - | |||||
A two-handed downward chop. Wide horizontal range makes it useful as a cross-up in some situations. |
j.D
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | High | 9 | 24 | - | - | - | |||||
A downward kick. Insanely long active time. Can be used as a cross-up. |
Command Normals
6A
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | High | 29 | 4 | - | Launch | -2 | |||||
An overhead thrust that knocks the opponent into the air. Overhead attack. Not very useful when you consider Toki's other overhead options, but you can throw it in every once in a while to mix things up. |
6B
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 17 | 4 | - | - | -6 | |||||
A jump kick that knocks the opponent into the air. Can dodge low-hitting attacks. Not very useful except as a gimmick. |
6D
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | High | 17 | 4 | - | - | -2 | |||||
A fancy-looking straight chop. Upper body invulnerability makes it useful for countering high-hitting attacks and as an anti-air. Hits overhead on Raoh and Heart, but won't hit other crouching characters. |
Universal Mechanics
Throw
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Throw | 4 | 4 | - | - | N/A | |||||
Toki grabs his opponent and blasts them away from him. Opponent is thrown in the opposite direction of the lever, 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. Hands-down the best throw in the game. |
BD Throw
Toki has no BD throw.
Grave Shoot
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Throw | 13 | 3 | - | -6 | Grave Launch | |||||
A big upward kick that launches the opponent into the air. Can cancel into a teleport. Mostly used in combos. |
Heavy Strike
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Unblockable | 41 | 4 | - | - | N/A | |||||
A strong low thrust. Fairly short range but still useful in some situations. About middle-of-the-road as far as Heavy Strikes go. |
Banishing Strike
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 19-39 | 4 | - | Banish Launch | -10 | |||||
Toki puts his hands together and unleashes a blast of energy. Mostly used in combos. |
Special Moves
Toukei Kohou
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | All | 13 | - | - | - | - | |||||
A slow-moving projectile that slides along the ground. Takes off one star on Counter Hit. Has short recovery and no limit to how many you can have on screen at one time. Can be used in combination with a teleport as a great wakeup option. |
Tenshou Hyakuretsuken
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | High | 9 | - | - | - | - | |||||
Toki rapidly punches downward at his opponent. Takes off one star on Counter Hit. Cancelable into a teleport, except when low in the air. Very important in combos. Can also be used as an overhead after an air dash or by itself. |
Hokuto Haryuushou
Version | Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
214A | - | - | 1 | - | - | - | - | |||||
Takes off one star on Counter Hit. Won't work on projectiles or super moves. Causes wall bounce, and you can follow up with a teleport for a 70%~100% combo. Aside from using it on its own, it is also very good to use for baiting Guard Cancels. | ||||||||||||
Version | Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
214B | - | - | 1 | - | - | - | - | |||||
Takes off one star on Counter Hit. Sends the opponent flying, and you can follow up with a teleport to continue into a combo. Not as awesome as Haryuushou because it doesn't cause wallbounce, but still insanely good. |
Hokuto Ryuukojin
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | Mid | 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. |
Hokuto Shourinkyaku
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | 2 | - | - | - | - | |||||
Aerial counter move, and the only one with 2F Startup. Takes off one star on Counter Hit. Won't work on projectiles or super moves. Causes wallbounce vs grounded opponents, and recovery ends while still in the air. |
Hokuto Musou Ryuubu (Forwards)
Version | Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
623A | - | - | - | - | - | - | - | |||||
Version | Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
623B | - | - | - | - | - | - | - | |||||
Version | Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
623C | - | - | - | - | - | - | - | |||||
Version | Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
623D | - | - | - | - | - | - | - | |||||
A forward-moving teleport. A and C versions teleport you diagonally into the air, while B and D versions move straight ahead. The C and D versions have the same effect as the A and B ones, but move farther. Toki has almost no hitbox while teleporting, and the recovery can be canceled into any move. |
Hokuto Musou Ryuubu (Backwards)
Version | Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
421A | - | - | - | - | - | - | - | |||||
Version | Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
421B | - | - | - | - | - | - | - | |||||
Version | Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
421C | - | - | - | - | - | - | - | |||||
Version | Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
421D | - | - | - | - | - | - | - | |||||
A backward-moving teleport. A and C versions teleport you diagonally into the air, while B and D versions move straight back. The C and D versions have the same effect as the A and B ones, but move farther. Unlike the forward version, this one does have quite a bit of recovery. Pretty much useless for anything but messing around - which you can do if you want, you are Toki after all! |
Hokuto Musou Ryuubu (Vertical)
Version | Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
236A | - | Mid | 1 | - | - | - | - | |||||
Version | Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
j.236A | - | Mid | 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. |
Super Moves
Hokuto Ujou Danjinken
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | 29+1 | - | - | - | - | |||||
Toki strikes a pose, then speeds forward and past his opponent, striking them many times. Takes off one 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
Version | Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
214214B | - | - | - | - | - | - | - | |||||
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. | ||||||||||||
Version | Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
236236B | - | - | 8+0 | - | - | - | - | |||||
Toki winds up and strikes his opponent's pressure points. Takes two stars on normal hit, and will hit downed opponents. Counter hit causes wallbounce and takes 3 stars. 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 Saihaken
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | 6+3 | - | - | - | - | |||||
A huge uppercut. The ultimate anti-air attack - like Raoh's Shinkesshuu, this move cannot be blocked at all in the air. Takes off one on normal hit and two stars on Counter Hit. 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(3rd picture), and follow up is not possible. |
Fatal KO
Hokuto Ujou Haganken
Damage | Guard | Startup | Active | Recovery | Hit Adv | Block Adv | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | 20+5 | - | - | - | - | |||||
Toki sits down to relax for a moment, then shoots lazers from his hands and kills his opponent. Hits downed opponents. The lazer beams will also go through other projectiles, although this doesn't have much use except as a gimmick. |