HNK/Toki

From Dustloop Wiki
< HNK
Jump to navigation Jump to search


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.
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 against Mamiya and Jagi.
  • Hokuto Musou Ryuubu: The best teleport ever, and Toki's central move. Goes all over the place at high speed with almost 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 free Boost in some scenarios.
  • 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. Toki relies more on confusing his opponents with teleports then opening them up with traditional high/lows, as well as the threat of his throw which can lead to 100% combos.
  • Execution: His 3-star FKO combos are fairly difficult to pull off, but you can always rely on the rest of his insanely cracked kit to win anyways.

HNK Toki Stock.gif Sekkako Install

he does stuff

Normals

c.A

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

c.B
Guard Damage Startup Active Recovery On-Block Star Damage
All 9 9 4 8 -2

Hits opponents OTG, which is used in some 100% throw routes for the last few points of damage.

On-Hit Boost Gain Aura Gain GC Level

c.C

c.C
Guard Damage Startup Active Recovery On-Block Star Damage
19 13 4 24 -13

Combo filler, commonly used in corner loops. For whatever reason this move has absolutely no pushback on block. If only it wasn't -13.

On-Hit Boost Gain Aura Gain GC Level

c.D

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

f.A
Guard Damage Startup Active Recovery On-Block Star Damage
All 7 9 4 4 +2

Still mostly useless. Whiffs on crouching.

On-Hit Boost Gain Aura Gain GC Level

f.B

f.B
Guard Damage Startup Active Recovery On-Block Star Damage
All 7 6 4 12 -6
  • 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

f.C

f.C
Guard Damage Startup Active Recovery On-Block Star Damage
All 17 13 6 16 -8

Slow startup, not very useful. Also whiffs on crouching, but you can't ever get close enough to your opponent for it to even whiff without the close version coming out instead.

On-Hit Boost Gain Aura Gain GC Level

f.D

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

2A
Guard Damage Startup Active Recovery On-Block Star Damage
All 6 5 3 3 +5

Arguably Toki's best normal. Hits quite high and is oddly disjointed, which makes it great as an anti air. However this does mean that it won't be able to stuff certain moves like Shin's 2B. Also used in Toki's Basuke routes, and on top of all that its +5 on block. 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

2B
Guard Damage Startup Active Recovery On-Block Star Damage
Low 6 16 4 18 -12

Toki's only low, and a launcher on hit. However the 16 frame startup, the odd launch, and the proration make this move less attractive than Toki's other mixup options. However it is important to use every once in a while to get your opponent opened up by your more rewarding overhead mixups.

On-Hit Boost Gain Aura Gain GC Level
Launch

2C

2C
Guard Damage Startup Active Recovery On-Block Star Damage
All 8(14) 9 4(5)4 16(12) -1

Important combo and blockstring filler, and it's also jump cancellable. If the first 2C connects or is blocked you can follow up with another. This move is commonly used in combos for its ability to gatling into Grave Shoot Kara cancel.

On-Hit Boost Gain Aura Gain GC Level
  • First hit only is -8 on block.

2D

2D
Guard Damage Startup Active Recovery On-Block Star Damage
All 16 11 4 20 -6

Toki's second most imporant move, which is great for rushing down. The move has a significant amount of forward movement with quick startup, lending it to be commonly seen in blockstrings, combos, and neutral. On block it is commonly cancelled with 623B and a follow up 2A, creating a true blockstring. Additionally it can be kara cancelled into Toki's grave shoot, which is a staple of his combo game.

On-Hit Boost Gain Aura Gain GC Level
Launch

j.A

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

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

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. jC is unique in that it does not contribute to the hit count for ChikusekiFrom Hokuto no KenAfter a long, uninterrupted combo of specific normals which results in a knockdown, a meaty attack will trigger an acceleration effect which boosts the rate at which all gauges fill, including the guard crush and hidden dizzy gauges. for Toki, and should be avoided in combos

On-Hit Boost Gain Aura Gain GC Level

j.D

j.D
Guard Damage Startup Active Recovery On-Block Star Damage
14 9 24 16

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

On-Hit Boost Gain Aura Gain GC Level

Universal Mechanics

Throw

6C or 4C
Guard Damage Startup Active Recovery On-Block Star Damage
Throw 28 4 6 16
  • 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. Getting thrown by Toki will often lead to death.

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

On-Hit Boost Gain Aura Gain GC Level

Kick Throw

Toki does not have a BD Throw.

Grave Shoot

A+C
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. One of Toki's staple combo tools.

On-Hit Boost Gain Aura Gain GC Level
Grave Launch

Heavy Strike

A+B
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

C+D
Guard Damage Startup Active Recovery On-Block Star Damage
All 20 19-39 4 20 -9

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

On-Hit Boost Gain Aura Gain GC Level
Banish Launch

Command Normals

6A

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

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

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. Primarily sees use in combos for its high damage.

On-Hit Boost Gain Aura Gain GC Level

Special Moves

Toukei Kohou

63214D
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 way to force ambiguous left/right mixups after a combo.

On-Hit Boost Gain Aura Gain GC Level

Tenshou Hyakuretsuken

j.236C
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.
  • Commonly referred to as "Hands".

Toki quickly performs multiple fist strikes that all hit overhead. This makes for either extremely quick overheads when performed as an IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
or after an air dash, or more commonly, a very potent combo tool.

Toki's air rapid punches are a very important tool in his combos, since it is the easiest way for him to remove stars as he can either pillar combo between his Grave Shoot and this move via his teleport cancels, or spend Boost to combo into it multiple times in a row in the air with his normals. The multi-hit nature also helps to crank up hits for BasukeFrom Hokuto no KenA state during particularly long combos in which the victim of the combo begins to rebound off of the floor at extremely high speeds, most commonly while the attacker is also airborne. Resembles dribbling in basketball, hence the name. or TravelingFrom Hokuto no KenHitting the opponent OTG until death after a 55 hit air combo or a ground combo ending with a Banishing Strike. combo strings.

On-Hit Boost Gain Aura Gain GC Level

Tenshou Hyakuretsuken

j.214D
Guard Damage Startup Active Recovery On-Block Star Damage
2 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

214A or 214B
Version Guard Damage Startup Active Recovery On-Block Star Damage
Hokuto Haryuushou 22 1 16 16
Hokuto Haryuushou 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, in a similar trajectory to Toki's 2B. Prime angle for 623A followups.

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

214C
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)

623X
Guard Damage Startup Active Recovery On-Block Star Damage

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.

Although colloquially known as teleports, these moves do not actually teleport Toki. They have travel time and he can be hit in the middle of them.

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


623A/C

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

623B/D

  • Moves 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)

421X
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

The only teleports which are actually invulnerable. All others can be hit.


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)

236A
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

236236C
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

236236B or 214214B
Version Guard Damage Startup Active Recovery On-Block Star Damage
Hikou Sekkatsukou All 33 8+0 +8
Hikou Sekkatsukou
  • Uses 1 bar of Aura

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. Wall bounce after CH allows for combos almost anywhere, most notoriously FKO. For a period of time after connecting with this Toki's opponent is unable to recover health. The move has very low recovery as well, being quite difficult to punish on whiff and on block it is a staggering +7. According to the game's official frame data book it should be punishable, but Toki transcends measly developer intention.

Interestingly, this move has a priority system in the event of trades to determine who wins:

  • If the opponent is winning by 1 round, 236236B wins. Otherwise it loses.
  • If the round win count is the same and the opponent has more HP than Toki, 236236B wins. Otherwise it loses.
  • If the round win count and life totals are the same, the winner is randomly decided.

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. Used in his three star FKO confirms.

Version On-Hit Boost Gain Aura Gain GC Level
236236B
214214B
  • 236236B
  • 214214B

Hokuto Shaihaken

214214C
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

236C+D when opponent has 0 stars
Guard Damage Startup Active Recovery On-Block Star Damage
FATAL 20+5 20(7)20 63
  • 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

Colors

Navigation

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