Hokuto no Ken/Toki: Difference between revisions

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Toki
Toki
==Basic Combos==
Note: In order to connect a grave shoot after 2CC you must kara cancel his 2D.
2C > 2C > Grave Shoot (A+C) = 2C > 2C > 2D~A+C
'''Starters'''
{| style="width:100%" cellpadding=10 border="1"
| 2A > 2A > 2D
2A > 2C > 2D
2B > 2C > 2C
2A > 2C > 2C
|}


==Mid Screen to Corner Combos==
==Mid Screen to Corner Combos==

Revision as of 07:40, 29 September 2014

Introduction

Tokiportrait.png
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.


Strengths:

  • Positive matchups against all characters; has two 9:1 matchups
  • Can teleport all over the place at high speed with no recovery at all.
  • Has three 1-frame startup counter moves which can be followed up with huge no gauge combos
  • Throw causes wall bounce, and can be followed up with huge no gauge combos
  • Has two of the best reversal supers in the game
  • Great star reducing abilities
  • Best FKO in the game


Weaknesses:

  • 2B is his only low attack, and comes out quite slow
  • 3-star FKO combos are fairly difficult to pull off
  • People may hold a grudge against you for using him


Before diving right into the combos be sure to familiarize yourself with Toki's special/super moves and important normals.

Normal Moves

See Normal Moves section.

Special Moves

See Special Moves section.

Combos

See Combos section.

Toki

Mid Screen to Corner Combos

Version 1

2D > 623+B > 2C > c.5D (or 2C) > 623+B > 2A > 2C > 2C > A+C > j.B > j.C > 236+C (1 to 3 hits) > 236+A > Ender

Note: Fairly stable BnB from mid screen to corner. If you think you are too far for a c.5D use the variation bellow.

Version 2

2D > 623+B > 2C > delay 2D > 623+B > 2A > 2C > 2C > A+C > j.B > j.C > 236+C (1 to 3 hits) > 236+A > Ender

Version 3

2D > 623+B > 2C > A+C > j.C > 236+A > 2C > A+C > j.A > 236+C (1 to 4 hits) > 236+A > Ender

Enders

1. CD (2 stars)

2. Hikou Sekkatsukou (236236+B) (3 stars)

3. 2A > 2C > 2C > (2D > HSC) > Hokuto Ujou Danjinken (236236+C) (2 stars)

4. 2A > 2C > 2C > 623+B > Hikou Sekkatsukou (236236+B) (3 stars)

5. 2A > 2C > 2C > 623+B > 5B > 2B > Chase Jump Cancel Toukei Kohou (632147+D) (2 stars)

6. 2A > 2C > 2C > FKO (1 star > FKO combo)

7. 2A > 2C > CD+E > E~(2A) > 2C > 2C > FKO ( 2 stars > FKO combo)


Mid Screen Combos

Version 1

2D > 623+D > A+C > j.B > j.C > 236+A > 2C > A+C > j.B > j.C > 236+C (1 to 3 hits) > 236+A > Ender

Version 2

2D > 623+D > A+C > j.D > 236+A > A+C > j.B > 236+C (1 hit) > 236+A > 2C > A+C > j.B > j.D > 236+C (2 to 3 hits) > Ender

Enders

1. CD (2 stars)

2. Hikou Sekkatsukou (236236+B) (3 stars)

3. 2A > 2C > 2C (or 2D > HSC) > Hokuto Ujou Danjinken (236236+C) (2 stars)


FKO Combos

0 Star

1. 2D > FKO

2. 2C > 2C > FKO

1 Star

1. 2D > 623+B > 2C > c.5D (or 2C) > 623+B > 2A > 2C >2C > A+C > j.B > j.C > 236+C (2 to 3 hits) > 236+A > (2A > 2C > 2C) > FKO

2. 2D > 623+D > A+C > j.B > j.D > 236+A > 2C > A+C > j.B > j.D > 236+C (1 to 3 hits) > 236+A > (2A > 2C > 2C) > FKO

3. 2A > 2A > 2C > CD+E > 6 > FKO

2 Stars

1. 2D > 623+B > 2C > c.5D > 623+B > 2A > 2C > CD+E > AC+E > j.B > 236+C (1 hit) > 236+A > 2A > 2C > 2C > FKO

2. 2D > 623+B > 2C > CDE > ACE > j.B > j.C > 236+C (2 to 3 hits) > 236+A > 2A > 2C > 2C > FKO

3. 2D > 214214+B > E~2C > 5D > 623+B > 2A > 2C > A+C > j.B > j.D > 236+C (2 to 3 hits) > 236+A > 2A > 2C > 2C > FKO

4. 2D > 623+D > A+C > j.B > j.D > 236+A > 2C > A+C > j.B > j.D > 236+C (2 hits) > 236+A > CD > E~FKO (236+E~CD)

5. 2A > E~2A > 2C > CD+E > AC+E > 2369+E~C > 2D > FKO

6. 2A > 2C > CD+E > 6 > CD > AC+E > j.B > j.D > 236+A > 2C > A+C > j.B > j.D > 236+C (2 hits) > 236+A > (2A > 2D) > FKO

3 Stars

1. Counter Hit Hikou Sekkatsukou (236236+B) > FKO

2. 2D > 214214+B > E~2C > c.5D > 623+B > 2A > 2C > CD+E > AC+E > j.B > 236+C (1 hit) > 236+A > 2A > 2C > 2C > FKO

3. 2A > 2A > 2C > CD+E > Charged CD > E~2C > A+C > j.C > 236+A > 2C > A+C > j.B > j.D > 236+C (2 to 3 hits) > 236+A > 2A > 2C > 2C > FKO

4. 2A > E~2A > 2C > CD+E > 6 > 236236+B > 2D > FKO

5. 2A > 2C > c.5D > f.5D > CD > 6 > 236236+B > 2D > FKO

6. 2D > 623+B > 2C > 5D > CD > E~5B > 2C > 2C > A+C > j.B > j.D > 236+C (2 to 3 hits) > 236+A > 2A > 2C >2C > Charged CD+E > E~FKO (236+E~CD)

4 Stars

1. Opponent Dizzy after Chikuseki > CD > 623+E~B > A+C > 9E (chase boost) > j.D > 236+C (1 hit) > 236+A > 236236+B > 2D > FKO


Throw Loop

This is the basic formula for Toki's corner throw loop. His throw combos are usually divided into 3 stages after the back throw.

Starter

Back throw in the corner

Initial 8 hits

1. 623+B > 2A > [5D > 6D > 623+B] 2x > 5D > 6D

2. 623+B > 2A > 5C > 5D > 6D > 623+B > 5C > 5D > 6D

3. 623+B > 2CC > j.D > 236+C (1 hit) > 236+A > 5C > 5D > 6D

4. 623+B > 2A > 5D > 6D > 623+B > A+C > 2369+C > 236+A > 5C > 6D

Note: You may use any of those variations. However, if you want to reach 100% by the end of the loop make sure to pick the most damaging version.

Followup from 9 hits

1. 623+A > AD > j.A > j.B > 236+C (1 hit) > 236+A > j.A > AD > j.A > j.B > 236+C (1 hit) > 236+A > j.A > AD > j.A > 236+A

2. 623+A > AD > j.A > j.B > 236+C (1 hit) > f.5C > 623+A > AD > j.A > j.B > 236+C (1 hit) > 236+A > j.A > AD > j.A > 236+A

3. 623+B > 2C > 5D > [623+B > 2C > 2D] 2x (old loop)

4. 623+B > CD > AC+E > j.D > 236+A > 2C > 2C > A+C > j.B > j.D > 236+C (2 hits) > 236+A > 2C > 2C (2D > HSC) > 236236+C or FKO (End of combo)

5. 623+D > A+C > 9E (Chase Boost) > j.D > 236+C (1 hit) > 236+A > 236236+B > 2D > FKO (End of combo)

Note: Pick any of those variations. Note: AD = Air Dash

Ender

1. [2D > 623+B] 3-4x > 2D > HSC >236236+C

2. [2D > 623+B] 3-4x > 623+E~B > AC+E > j.D > 236+A > 2C > 2C > A+C > j.B > j.D > 236+C (2 hits) > 236+A > 2C > 2C > (2D > HSC) > 236236+C

3. [2D > 623+B] 3-4x > 623+E~B >E~5B > 2C > 2C > j.D > 236+C (1) > 236+A > 2C > 2C > A+C > j.B > j.D > 236+C (3) > 236+A > 236236+C


Basket Combos

Matchups

Kenshiro

X

Raoh

X

Toki

X

Shin

X

Rei

X

Juda

X

Thouther

X

Jagi

X

Mr. Heart

X

Mamiya

X

Template:Hokuto-no-Ken-Characters