SuperCombo Wiki

SuperCombo is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.

Hokuto no Ken/Toki

From SuperCombo Wiki

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
  • 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
  • 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
Toki
HNK Toki portrait.jpg
Character Data

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
cl.A
Toki-c.A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 9 4 - - -3

A weak-looking jab. Mostly useless.

cl.B
cl.B
Toki-c.B.png
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
cl.C
Toki-c.C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 13 4 - - -14

An underhand palm attack. Mostly used in combos.

cl.D
cl.D
Toki-c.D.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 13 4 - - -6

A downward chop. Used in some combos.

Far

f.A
f.A
Toki-A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 9 4 - - +3

A straight jab to the face. Mostly useless.

f.B
f.B
Toki-B.png
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
f.C
Toki-C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 13 6 - - -8

An upward punch. Slow startup, not very useful.

f.D
f.D
Toki-D.png
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
2A
Toki-2A.png
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
2B
Toki-2B.png
Everyone else's 2D but slower
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
2C
Toki-2C.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- Mid 9 4 (5) 4 - Launch -2
  • 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.

2D
2D
Toki-2D.png
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
j.A
Toki-j.A.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- High 5 8 - - -

A downward jab. Mostly used in combos.

j.B
j.B
Toki-j.B.png
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
j.C
Toki-j.C.png
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
j.D
Toki-j.D.png
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
6A
Toki-6A.png
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
6B
Toki-6B.png
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
6D
Toki-6D.png
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
Throw
Toki-Throw.png
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
Grave Shoot
Toki-Grave.png
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
Heavy Strike
Toki-Heavy.png
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
Banishing Strike
Toki-Bani.png
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
Toukei Kohou
63214D
Toki-Toukei.png
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
Tenshou Hyakuretsuken
j.236C
Toki-Tenshou.png
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
Hokuto Haryuushou
214A/B
Toki-AAtemi.png
Toki-BAtemi.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
214A - - 1 - - - -
  • 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.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv
214B - - 1 - - - -
  • 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.

Hokuto Ryuukojin
Hokuto Ryuukojin
214C
Toki-Ryuukojin.png
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
Tenshou Hyakuretsuken
j.214D
Toki-DAtemi.png
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)
Hokuto Musou Ryuubu (Forwards)
623A/B/C/D
Toki-Tele.png
Character defining
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)
Hokuto Musou Ryuubu (Backwards)
421A/B/C/D
Toki-BTele.png
Not as character defining
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)
Hokuto Musou Ryuubu (Vertical)
236A (Air OK)
Toki-TeleA.png
Character defining
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
Hokuto Ujou Danjinken
236236C
Toki-Danjin.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- - 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 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
Hikou Sekkatsukou
214214B/236236B
Toki-Sekkatsu.png
Toki-KBA.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv
214214B - - - - - - -
  • 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.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv
236236B - - 8+0 - - - -
  • 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.

Hokuto Saihaken
Hokuto Saihaken
214214C
Toki-Saiha.png
Damage Guard Startup Active Recovery Hit Adv Block Adv
- - 6+3 - - - -
  • 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

Hokuto Ujou Haganken
Hokuto Ujou Haganken
236CD
Toki-GG.png
The screenshot is called 'GG' and I think that is very funny
Damage Guard Startup Active Recovery Hit Adv Block Adv
- - 20+5 - - - -
  • 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.

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Jagi
Juda
Kenshiro
Mamiya
Mr. Heart
Raoh
Rei
Shin
Thouther
Toki