Dynasty Warriors: Hokuto no Ken - Fist of the Northstar

I have my damage maxed out with Ken. I’ve got Mamiya’s damage very very close to being maxed out, but I still kill mini-bosses quicker with Ken.

With Ken, I just do Light, Hard, Hard (playing on PS3, so it’s the kick, double kick juggle). The 2nd double kick almost always breaks armor, then I charge with backhand, and end up killing the mini-bosses with that combo + 1 or 2 more small hits.

I’m really not seeing how her melee strings are better than Kens. Her yoyo string isn’t great, her flip kicks aren’t great, the only decent one she has is the wide-range needles. I personally find Ken’s wave kick more useful.

Ken’s Heavenly Destruction is retardedly good. I use Divinity (slowly refills your meter automatically, IIRC) , so I almost always have enough meter with Ken.

And Ken is wayy better against bosses. With Mamiya on bosses, you can’t use the smoke/flash grenade stuff, and the Lvl3 charge is useless, and her melee strings are weak, and her signature moves aren’t good.

Vs Grunts, Mamiya >>>>>> Ken
Vs Mini-bosses (mini-Heart, Mini-Zeed, Mini-Urgur), Ken > Mamiya
Vs Bosses Ken >>>>>> Mamiya

With Mamiya, since she has no roll/dash, I need to jump cancel everything to rush or run away. With Ken, roll cancelling is much faster.
Oh, and Mamiya’s jump attacks aren’t that great either.
Signature moves Ken >>>>>>>> Mamiya.
For gathering karma in Dream Mode Mamiya >>>>>> Ken

My bad.

I guess putting off Mamiya and Toki so long kept Raoh on the backburner for me.

As I see it.

Her flip kicks are awesome, they have a ton of forward movement which keeps her safe from other enemies attacking while fighting bosses, blocking enemies can’t interrupt it, and guard breaking isn’t an issue for basically anyway cause you can just jump cancel S(slide from X to S so she does it RIGHT off the ground, works with everyone).

Ken’s wave kick sucks because it takes way too long to get to SSTT and the SST version doesn’t have anywhere near enough range. Mamiya gets area control with only the second attack in her string.

yes, Heavenly Destruction is amazing, but MOST of his supers suck, and as someone stated earlier, this makes him really meter dependent so you can get HD.

What makes you say you can’t use the grenade on bosses? I use it on them all the time, that plus the skill that doesn’t allow opponents to block while in shock makes bosses pretty easy for her. All you need is ONE knockdown, which is simple, and you can own them. The lvl3 R1 has a lot of power, and because it’s so easy to put them into shock, it just gets that much better. Same for the rest of her strings, even though she is lower on the damage end, having almost free shock makes her stronger than Ken even damage wise.

Yeah you need to jump cancel more with Mamiya, but so does everyone that isn’t Ken or Rei, that’s not even an issue if you’re playing smart with Mamiya.

Also are you playing with maxed out stats on normal mode? That’s already overpowered anyway, try playing maxed out on hard and see what changes.

Edit: the only reason Ken is better versus bosses is because of the infinite.

Challenge Mode is crazy hard

I can’t do it at ALL yet

Ok, done with Shin.

How do I use Toki’s R1 properly?

It’s just a parry. If you smell a signature move just block the power-up animation then cancel into parry. Toki will negate the damage and push them back blowing through w/e they did.

I need to max everyone so I can make a more detailed tier list.

Kenshiro was just a disappointment btw.

Eh. I’m bored and I have a two day weekend off for once in like…3 months. So I guess I’ll do some in-depth character analysis. I’ll start with Ken since there was some debate over him. Expect a good lenghty post later today or tomorrow.

Sounds good.

If you could do a video of any character doing a speed run of Challenge Mode, that would be awesome.

You actually just need to infinite people lol. Kenshiro wrecks challenge mode thnx to the grab infinite.

Ok, here is the Kenshiro write-up. Here we go. Gonna go real in-depth here. Entire movelist analysis, overall strategy, tips and advanced stuff as well. Plz read on.

Kenshiro - Savior of the the post-apocalyptic world

Pros

  • One of the best level 3 signature moves in the game
  • Several unblockable signature moves
  • Has a true infinite that doesn’t require an enemy to be in meridian/spirit shock
  • Great throw game
  • SSTT combo has great crowd control
  • Good special move
  • Has a ground loop for mob control

Cons

  • Extremely meter dependent.
  • Damage output overall is low.
  • Basic combos tend to be lacking in damage and/or crowd control

Movelist Analysis

Charge Attack Level 1

Ken does a backfist. Standard stuff here. Good chance to put someone in meridian shock and does ok damage. Can set-up for juggles when canceled into from his weak,strong,strong combo. No reason to ever really do this raw. Do it in combos for flash, but never any other time.

Charge Attack Level 2

Ken charges up and does a more powerful backfist releasing an energy ball from his fist when he does so. The ball will travel a short distance before it disappears. Same as before. No real reason to ever do this since you have to charge up for it and the effect isn’t really worth it.

Jumping Weak Attack

A flying side kick. Ken’s guard break. It’s decent. Ken tends to overshoot his opponent though and land behind them even when it hits so you need to quickly turn around and combo them to make the guardbreak count. Not all that safe since he flies right at his opponent with his body though. It’s pretty fast though so that’s good.

Jumping Strong Attack

Ken leaps into the air and smashes the ground with his fist causing AoE damage and launching any enemies around him into the air. Can cancel this moves recovery frames and then do it repeatedly for his ground pound loop. More on that latter. Solid move overall though.

Normal Combo

Ken’s basic combo. A straight right punch, low body left punch, right roundhouse kick, left roundhouse kick, rapid punches, and then ended with a spinning hook kick. When fully upgraded the rapid punches have a much better chance of causing meridian shock, but cause less hitstun then in their un-upgraded incarnation. So he can’t do rapid punch loops when he upgrades this part of his combo. Grab infinite makes up for that though. As far as normal combos go, his is meh. It’s the worst overall out of the Hokuto chars.

Strong Combo 1

Straight punch, high kick, double front kick. Ken’s launcher combo. Can combo bosses and officers after this if they are in meridian shock. Nice if you like flashy combos and juggles. Does good damage.

Strong Combo 2 variations

All hokuto users have two variations of their strong combos. First variation is Straight punch, left body shot, jumping roundhouse. The last hit will release a horizontal energy wave that will knockdown enemies on contact and do decent damage. The energy will travel a bit and dissipate. Covers about 180 degrees in front on Kenshiro but only goes a very short distance. Second varation ou have to press strong same as all second variations of strong combos. So Ken will do Straight punch, left body shot, front kick, and finish with a powered-up jumping roundhouse. The front kick will kick up stone and cause good hitstun on anyone caught by it and also has a decent AoE. The jump roundhouse releases a 360 degree radial energy wave that knocks down. One of the best crowd control combos in the game. Only problem is that it’s rather weak. It will take usually around 2 or 3 of these to kill a grunt on the highest difficulty on any final stage.

Strong Combo 3 Variations

First variation is Straight punch, left body shot, right roundhouse, then jumping sidekick. The sidekick will send out a weak energy projectile that has strong knockback and can send enemies into walls/obstacles. Second variation is straight punch, left body shot, right roundhouse, rapid kicks, then powered up jumping sidekick. This one does alot of damage. It’s multi hitting and the last hit is very strong. Solid crowd control with the last hit because it sends out a strong projectile that travels a decent distance. Only problem is that it takes a bit for the whole combo to finish.

Throw

After Ken grabs someone if you do nothing he will slam them into the ground. Good crowd control because the slam has an AoE.

Strong Throw

Ken sidekicks his enemy in the chest. Good damage, and can send an enemy into other enemies or objects and off cliffs too. Main component of his infinite.

Grab Attack

Standard stuff. Ken rapid punches his enemy in the chest. High chance of causing meridian shock because of all the hits.

Running Grab

Ken can run with his enemy while using them as a ramming tool. He is completely invincible while he does this. Amazing crowd control tool and great for building meter as well.

Special move - Dream Pathway

Good special. He has two versions. One is a roll and the other is a backstep. He can cancel the backstep into a dashing hook punch by pressing weak attack. Backstep goes a pretty good distance and the roll goes about twice that if not a bit more. Tons of invincibility frames and recovers fast. Cancel into this from any normal that ken does. A jump attack, a combo, a juggle, a charge attack, etc.

Signature Move Analysis

Hokut? Hyakuretsu Ken (Hokuto Hundred Crack Fist)

The trademark tech of Hokuto Shinken. Power rating of 2 and costs one spirit gauge. Does good damage and demolishes guard. Good as a combo ender and just a solid all around signature.

Kanzan Ry?zan Ha (Boulder Splitting Wave)

Ken releases his energy as he chops his enemy down the middle. Releases an energy wave along the ground that travels quite far. So it’s good for mob control in front of Ken. Costs 1 bar, but has a power rating of 1 so the damage is meh. Still it’s power lies in it’s crowd controlling abilities not it’s brute force. Decent considering it’s a level 1.

Hokut? Juha Zan (Hokuto Softness Ripping Slash)

Kenshiro leaps into the air and performs a series of hovering kicks before landing with a decisive thrust with his palm outstretched. Costs 2 bars with a power rating of 1. Ugh. But honestly the power rating seems to be a bit misleading on this one. This sig demolishes groups of enemies with no trouble. Not to mention the AoE is pretty large and even hits behind Kenshiro as well. I consider this sig a must in any Kenshiro build.

Hokuto Shichi Shiseiten (North Star Seven Stars of Death)

Kenshiro punches at specific vital points that forms the shape of the Big Dipper. Costs 1 bar and is unblockable. Power rating of 2. Looking at the cost, the power and the fact that’s it’s unblockable you can’t deny that it’s a pretty damn good sig.

Seieiko (Awakening of the Senses)

Kenshiro sends a fierce uppercut to his enemy then jumps back and follows up with a charging punch that sends the enemy flying. Puts any enemy it hits into meridian shock. Assuming they survive of course. Power rating of 2 and costs 2 bars. Lots of range in front of Ken. Stronger then Softness Ripping Slash, but only if both hits connect. A solid sig though.

Hokuto Goretsu Ha (Hokuto Steel Shredding Grip)

Kenshiro strikes forth a sphere of ki forward with his right hand, before using the might of his very fingers to crush and unleash a mighty blast around him. Unblockable. 2 bars. Power of 3. Range is ok. Hits a little in front and off to the sides of him. Another solid signature. Good power behind it as well.

Tenha Kassatsu (Heavenly Destruction)

Kenshiro hops into the air and concentrates his power to erupt seven pillars of energy on the field below him, forming the shape of the big dipper. He finishes the move with a final blast. Ridiculous. Ridiculous range. Ridiculous power. Ridiculous crowd control. Also unblockable. Costs 3 bars , but it should. One of the best level 3’s in the game if not THE best. A must have for Kenshiro.

Mus? Tensei (Unconscious Transmigration of Souls)

Kenshiro powers up and is temporary invulnerable to any attack. Lasts about 30 seconds. 3 bars. Don’t ever use this except for the final fight vs Raoh. You wanna kill stuff fast and this doesn’t let you do that. It’s badass, but not efficient and not worth a slot.

Skills to Equip

Mainly you want to cover Kenshiro’s weakness of relying on Sigs/meter. So right off the jump you want Impact which increases the damage that signatures do and you also want Concentration which increases the rate at which you attain spirit power. You could also throw on Meditation which builds up your spirit slowly over time. This is a basic effective set-up that helps Ken with his weaknesses and Impact turns an over reliance on meter into less of a hindrance thanks to the power boost that sigs receive. you don’t need to worry so much about Meridian shock skill set-ups because thanks to Ken’s grab infinite, bosses/officers can be quickly dispatched.

Advanced Gameplay/Tips

Ken has a few advanced things he can do. For him it’s really the difference between being the worst in the game and a decent char. First things is his combo loop. Those are easy. If any enemy is in meridian shock, you can jump cancel out of your combo, land and then keep comboing them. Simple stuff and just about everyone can do it. But that’s only in meridian shock. Kenshiro though is one of the two chars in the game with a true infinite and it doesn’t need meridian shock. It’s also very easy to do. Just grab an enemy, grab attack them, then do strong attack, but cancel into a backstep before it hits. Then backstep attack and cancel into a grab. Rinse repeat till death. Easy and effective. This turns every boss fight into a braindead encounter. Ken makes mincemeat of anyone thanks to this infinite.

Kenshiro also has an effective ground pound loop for breaking up mobs and getting in the fray. Jump strong attack and hold the button. Release when you touch the ground to cancel into backfist. Immediately jump cancel before the backfist even starts and rinse repeat. Might take a few tries to get it down since this cancel is slightly more advanced, but it shouldn’t take more then a moment or two to get it down perfect. This is good for just gettin into the middle of the mob and establishing dominance quickly. So ground pound loop then roll cancel (Special move cancel) and do weak,weak, strong, strong to keep the pressure on and maintain control while building a ton of meter.

Before I mentioned that Ken could do running grab. This is pivotal for good crowd control. Ken can handle mobs fairly easily if he gets his mitts on someone. Just grab and run with them into a crowd and then strong attack cancel to re-grab rinse repeat. A very basic and powerful strategy.

In general Ken should always be cancelling into something else. 90% of the time it will be a roll unless you are going for a grab or ground pound loop. Ken has some solid mobility once you master canceling. Without it he is slow and clunky.

His best combos overall are

wws
wwss
wwws
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wws is a nice one to throw out often. Quick with decent crowd control and can set-up easy grab nonsense.

My personal Kenshiro Build

Skills

Impact
Concentration
Meditation

Signatures

Hokuto Hundred Crack fist
Boulder Splitting Wave
Hokuto Softness Ripping Slash
Heavenly Destruction

This is just a solid all around build, that I feel mitigates Ken’s weaknesses and makes him a more solid char in general. Impact means that his level 1’s become a really efficient usage of meter and the high level sigs are more powerful as well. Meditation and Concentration soften his weakness of relying on meter. Now I have less issues building it especially when you take into account ground pound loops and grab mob control. As far as sigs go, Heavenly Destruction and Hokuto Softness Ripping Slash are both must haves IMO. They are both just really really good effective crowd control. Hokuto Hundred Crack Fist is very damaging for a level 1 and is decent mob control for smaller mobs. It also demolishes guarding enemies. Boulder Splitting Wave gets better with Impact and offers some longer range crowd control at a low cost. But that can be switched to any sig of your choice dep[ending on your play style. For me the big 3 are Heavenly Destruction, Softness Ripping Slash, and Hundred Crack Fist.Those 3 give him good crowd control and a low cost sig with good power that’s perfect for bosses/officers. You can get creative with builds especially with all the Skills that effect meridian shock but I find it unnecessary since he has the grab infinite and alot of unblockable sigs as well.

My Final Thoughts

Meh. Sorry, but compared to the others he just feels underwhelming. He isn’t as fun as as cool as they are IMO. He is the worst char in the game IMO not counting DLC chars. Now once the grab infinite was discovered people couldn’t just write him off. Same thing with the grab shenanigans. So ok fine once you fully master him he is effective and he has some pretty cheap/cool things. But he still feels kinda…boring. He just seems to lack something that the others have. Especially the Nanto chars. Mainly his damage is just low. It’s his main weakness and really one of his few, but it’s noticeable. His normal combos are kinda crappy too. Either weak or not enough crowd control or both. His w,w,s,s combo for example while having great crowd control is also pretty weak considering it’s his strong combo 2. He seems a bit too balanced in a game that’s all about being broken. I mean he’s still broken but no on the same level as the others. Still when he is mastered and you learn how to move with him and abuse his strong points as well as mask his weaknesses he becomes very effective.

Whew. That took me awhile. Thoughts anyone? Anything I missed?

Fucking awesome right up EmblemLord, thanks for posting it. Looking forward to more. :tup:

For my Ken, I don’t really use Softness ripping slash at all.
I use Seienko + Heavenly Destruction. I feel that the dash of seienko has much more range (therefore more worth it) compared to Softness Ripping Slash.
The main 3 musou I use is Seienko, HD, and Steel Shredding grip

For his skills, I use Meditation, Stun, and Ferocity.

Does this game have multiplayer (Vs) or is it just single??

It has more forward range but the radial coverage of ripping slash is also very good. Plus it hits behind him as well. They are both interchangeable though. Down to preference.

But I feel like your skill picks are kinda pointless. Ferocity? For what? Ken rapes guard. He doesn’t need to do block damage. He has all the tools to bust down blocking opponents. And Stun is also a ??? for me. Putting enemies into shock faster seems much more useful for Nanto chars because they wanna enter Nanto Mode as quickly as possible. For Ken it seems like a waste. You have 2 extremely powerful sigs on your build. Why do you need meridian shock? Grunts get merked and bosses get infinited.

That’s why I said with Ken all you will ever need is Impact and Concentration then random skill of your choice.

The Furious One: It has co-op mode. Just go to dream mode and enter free mode and there you go.

I haven’t used his infinite until today (still learning it)
Do I cancel the R1 backdash IMMEDIATELY into grab, or do I wait until Ken dashes back and comes forward?

I’m almost got full chart of Toki right now, with fully leveled up Learn Move
I must not be using him right with the parry, because although he is pretty good… he’s just pretty good, not excellent.

Backdash cancel, hit weak attack and as soon as he punches the opponent cancel into grab. You don’t need to time it really. You can just mash out the grab after you hit R1 then weak attack.

I’ll do Toki next. His real pro is the fact that he doesn’t really need meter to wreck crowds, but he relies on Meridian Shock to do good damage vs bosses. He also hits harder overall on non-meter attacks. So expect his write-up later tonight or tommorrow night at the latest.

My Toki now has Attack maxed out, Defense 80% full, and Life 65% full… and I don’t think he’s that good.

His 1 bar healing is good though.
His Hyper Musou’s are pretty good.

Ken’s Hyper Musou’s are pretty good, but Toki’s are better.

I just used Mamiya for a bit, and her Hyper Musous SUCK.

Her sigs are bad, but that’s kinda relative since even a bad sig is still powerful.

Toki’s power lies in his normal combos and his raw damage output. Ken does like no damage with his normal combos except his last strong combo. He NEEDS his sigs. Toki is less meter dependent. Honestly though once you find out about Ken’s infinite they are more or less on the same level. Toki being better at non meter crowd control thanks to much better combos. Ken is better at rocking bosses and has better sigs. His air guard break is also very safe and spammable.

Let me ask you, are you playing on hard on final levels of dream mode? That’s where you consistently see the difference in damage outputs. Anyways sorry for the wait. Here is the Toki write-up.

Toki - The Maker of Miracles

Pros

  • Great crowd control with all of his strong combos
  • Builds meter very quickly
  • Not dependent on meter to handle mobs
  • Special move ( )is good for boss fights since he can parry anything and can put enemies into meridian shock
  • Really good hyper lvl 2 and lvl 3 sigs
  • Good guard breaks

Cons

  • Sigs are rather ho hum. He has a few good ones, but quite a few are underwhelming
  • Throw game is pretty average, especially compared to his brothers
  • His grab is very slow and hard to combo into

Movelist Analysis

Charge Attack Level 1

Toki does a knife thrust. Guard breaks and recovery is decent. It’s good for what it does which is opening bosses/officers up.

Charge Attack Level 2

An energy ball is released with the thrust. Not worth it since the projectile isn’t even that strong.

Jumping Weak Attack

Toki jumps and fires a crescent shaped energy wave. Fast and very safe. Guard breaks. One of the best guard breaks in the game. Not much else to say. It’s a good move and should be used quite often vs blocking opponents.

Jumping Strong Attack

Toki smashes into the ground with a spinning drill kick. Looks cool and he can ground pound loop with it of course, but it’s awkward angle/trajectory makes this a bit of a chore to do effectively since you need to aim him really well to get the most out of it. Not a real drawback since a having a loop is better then not having it, but it takes some getting used to if you are coming from Kenshiro to Toki.

Normal Combo

Toki does a series of hits and it ends with a series of spinning roundhouse kicks into a rising spin kick that knockback. Very flashy and graceful looking. The spin kicks on the ground can produce meridian shock and they recover so fast that Toki doesn’t need to JC out of them to do a loop. He can just stop attacking and Toki will recovery fast enough to to do a loop combo if they are in meridian shock.

Strong Combo 1

Unlike Kenshiro, Toki’s strong combo variants just tag on an on extra hit so it’s usually in his best interest to hit strong twice so he gets the most damage in the combo. This combo has Toki end with a rising kick thyen come down with a forward cartwheel kick that has him unleash a strong projectile wave that does tones of knockback and has good range. The attack does ok damage and is solid mob control when enemies are bunched up in front of Toki in a line.

Strong Combo 2

Toki ends this combo with a series of butterfly kicks with the last kick doing moderate damage and tons of knockback. Great for when enemies are bunched up near Toki. He can just go right into the fray with this combo and lay on the hurt while building meter and doing good damage.

Strong Combo 3

This combo ender has Toki summon his aura and unleash it with a double palmed aura blast on both sides of Toki front and back and then another volley hitting on his left and right. This energy blasts are very strong and combined with their high knockback normal enemies can be killed with this attack alone since they will usually hit a wall/obstacle. Even if they don’t die they will have taken significant damage. This combo ender can guard break as well and Toki can be aimed as he charges up for the blasts. Goes without saying but awesome crowd control for when Toki is surrounded or even when you just want to use the attacks to kill enemies from a bit farther off.

Throw

Toki’s normal throw has him flip an enemy forward onto the ground. Has an AoE. Decent for crowd control.

Strong Throw

Toki does a palm thrust which blasts the enemy backwards. Kinda bad actually. Decent damage, but you can’t do anything advanced with this. No infinites or anything like that. So it’s just a basic strong throw finisher.

Grab Attack

Toki rapidly pounds on his foe after grabbing them. Nothing special here.

Special Move - Hokuto Arc Thrust

This is Toki’s BnB vs bosses and how he maintains momentum vs them. When he does Hokuto Arc Thurst he enters a special state where he is invincible to everything for the majority of the animation and if he is attacked by anything and I mean anything be it a grab, a jab a sig or even a beam/energy wave, he will simply brush the attack aside and thrust his palms forward pushing his foe back while having a high chance of putting them into meridian shock and leaving them open for combos/attacks. This is also JCable at any time so it’s risk free to just throw out there.

Signature Move Analysis

Tenshou Hyakuretsu Ken (Celestial Hundred Crack Fist)

Toki uppercuts his opponent. He hops into the air after them, pummeling them with a countless amount of blows from his fists. He sends them away with a mighty blow. This is a standard multi hit level 1 sig. Power rating of 2 and costs 1 bar. Rocks guarding enemies. Solid sig.

Sanzen Hakouki (Triple Point Thrust)

Toki delivers a palm strike for each step he takes, walking forward three times. One bar. Damage is low, but automatically puts enemies into Meridian Shock. You would really only be using this to put enemies into shock more easily, but that’s what his special is for and that doesn’t cost meter. Overall a good usage of meter and there are better sigs to use your slots for IMO.

Hokuto Seikou Hou (Hokuto Light of Vitality)

Inhaling a deep breath of air, Toki stands upright and claps his hands together. He concentrates and is surrounded by a healing light. It’s pretty good. Healing sig that only costs one bar. It would be much better if it healed for more though. IMO the amount of health you get back is on the low side.

Tokei Kouhou (Strength Summoning Breathing Technique)

Toki sucks in his breath before performing a mighty stomp, glowing a reddish aura. Temporarily increases his attack power. This would have been so much better if it didn’t cost 2 bars. That’s what really holds this sig back. Buff in attack stat is cool, but not for this steep price.

Hokuto Ragou Shou (Hokuto Strength Stealing Fist)

Toki thrusts his elbow forward to stun his foe. He inhales deeply while creating a multi-hitting ball of energy in front of him. He decisively thrusts his palm forward, sending his opponent flying. This is a healing sig done right imo. First it can be comboed into, second the damage is solid, and third it heals for about 3 times as much as Seikou Hou. 2 bars, but the cost makes sense this time around. This is a sig that can make it’s way into one of your slots.

Hokuto Ujou Danjin Ken (Hokuto Fist of Compassionate Judgment)

Toki hurls several waves of energy in front of him, slicing in his projectile’s path. As they near their end, the victims feel as though they’re in heaven as their bodies distorts and cracks. Range is deceptively larger then the stat page would have you believe when you go to select your sigs before the start of the level. Cost 2 bars, but this can be comboed into and does some nice damage and has a power rating of 3. Toki’s best sig by far IMO and actually one of the better lvl 2’s in the game.

Kiriki Soushi (Two-Handed Unified Spirit)

Toki gathers balls of energy in both of hands and then kneels. As he lowers himself, his hands clap together and fire a powerful beam forward. It’s good. Nothing too crazy. Unblockable and the projectile travels forward. Power rating of 3. Good damage. 3 bars though and it’s mainly used for 1v1 kills/damage namely vs bosses. Only thing is that the windup is a tad slow so sometimes bosses will jump away before you can hit them with it which sucks. It’s only decent IMO.

Hokuto Kenkonken (Hokuto Fist of Fate)

Toki stands still and fires individual beams of energy from his hands to his front, systematically hitting left and right. He finishes the move by joining his hand in front of his chest for a final scattering blast. 3 bars. Power rating of 3. Lots of range and gives 180 degree coverage in front of Toki. Overall it’s a good level 3. Good for mob control.

Skills To Equip

There are alot of ways you can go with Toki. His main weakness is that his sigs are on the average side. Impact can help mitigate this weakness since it buffs sig damage. Stun is also good because this way you increase your chances of putting enemies into meridian shock the more you combo them. Very useful vs bosses. Concentration is good for a build that focuses more on sigs. Especially because not only does it boost Toki’s destructive capabilities by making meter gain easier, but it makes his healing sigs better as well. Those bars it costs to heal become far less costly with improved meter gain. Weaken which increase the damage enemies take while in shock is good for a boss killing build as well as Extension which increases the time an enemy is in a shocked state.

Advanced Gameplay/Tips

You have the usual stuff here. Make sure you JC to stay safe and use the ground pound loops. All his strong combos are good and useful depending on the situation and what kind of mob control you need. JCing is even more important if you are using normal Toki who will sometimes cough after certain moves and longer combo strings. Whenever you feel threatened cancel into his special and from there you can JC that and land with a strong attack to blow your enemies away. Extremely safe string of moves for you to do. Vs bosses his special is really good. Just hold block and eventually they will try to attack/grab you. Parry it then wreck them. He also has his combo loop when enemies are in meridian shock. When Toki gets to the spinning kick part of his normal combo you can just stop hitting attack and Toki will stop kicking and recover quickly. Then you can just resume attacking with another combo.

Different Builds

Just gonna throw out some builds that you could go with. Toki is versatile in that department and you can have alot of fun with him.

Boss Killer Build

Skills

Impact
Weaken
Concentration

Signature Moves

Celestial Hundred Crack Fist
Triple Point Thrust
Strength Summoning Breathing Technique
Hokuto Fist of Compassionate Judgement

This is just one variant of the boss killer theme. Skills are self explanatory. Impact gives skills more destructive power. Weaken increases damage enemies take in shocked state and concentration makes meter gain easier and with Toki this was already easy so tat skills makes it even easier. Sigs have good synergy for the overall goal. Triple Point Thrust puts enemies into shock automatically on hit so comboing into it is key to playing this build effectively. Breathing Technique buffs strength increasing the effectiveness of my other sigs. Hundred Crack Fist and Fist of Compassionate Judgement are the main damage dealers. There are no sigs over 2 bars in cost on this build. The idea is to cause maximum damage without using a ton of bar if it can be helped. And both are very good sigs. Crack Fist is only 1 bar with a power rating of 2 while Fist of Judgment is 2 bars and power of 3 which is also nice. An interesting and fun build IMO

Miracle Worker Build

Skills

Concentration
Meditation
Impact

Signatures

Celestial Hundred Crack Fist/Hokuto Fist of Compassionate Judgement
Hokuto Light of Vitality
Hokuto Breath Summoning Technique
Hokuto Strength Stealing Fist

This is a themed build really just for fun. Skills are based around making signatures better/more viable. Impact makes Strength stealing fist better. Concentration and Meditation eases the cost of those level 2 sigs. This build really just focuses on Toki as a spiritual warrior. Celestial Hundred Crack Fist is his personal spin on the trademark skill of Hokuto Shinken, but you can switch it out for Compassionate Judgment if you want more firepower/crowd control. But you will probably not want to do that because then you will have 3 level 2s and 1 level 1. But with this skill set that is alleviated somewhat thanks to the skills dedicated to making meter building easier. With this build you have utility. You can heal or buff your attacks. Very fun build imo.

My Personal Build

Skills

Stun
Impact
Concentration

Signatures

Celestial Hundred Crack Fist
Hokuto Strength Stealing Fist
Hokuto Fist of Compassionate Judgement
Hokuto Fist of Fate

Stun helps Toki get bosses into shock. Impact gives him more firepower and Concentration buffs meter gain. This skill set is mainly to negate his weaknesses and help him out especially during boss fights where he will need to do high damage quickly and efficiently to make up for the fact that he lacks an infinite. The sigs are varied but balanced. Fist of Fate for crowd control, compassionate judgment is his best sig overall, hundred crack fist is solid and does decent damage for it’s cost and strength stealing fist gives him some extra flavor and healing capabilities while still doing damage. I like this build alot because it’s just solid all around. As you can tell by now I’m a fan of balanced build types.

My Final Thoughts: He just… flows. Everything comes together so nicely. He is graceful and powerful. Good strong combos and while most of his sigs are average he has enough that are good and get the job done. He has alot of build customization potential which is cool because it lets you feel like you can make Toki your own char. Overall he feels like a more carefully crafted char. Unlike Knshiro who clearly has design flaws which are voercome by a few broken strats, Toki feels well made and solid. And to me he is much more fun then Kenshiro. Honestly I don’t think he is way better then Ken. They are the same level more or less, but Toki being slightly better vs mobs and Ken being better vs bosses. Still, Toki definitely has an appeal to him and he is very enjoyable to use and experiment with.

After using Toki, I realized how dependent I am/other characters are on Food items.
Toki kills thugs so quickly, and gains meter fast, so I almost always end up getting enough to go with his health regen.

I’m about 3/4 way done of my Meridian Chart with Rei.
That character is very fun to play, and really good. I went back to Shin for a bit and realized how incredibly slow his attacks are compared to Rei. Shin’s claw wave/circular blast in Nanto is too good though.

I unlocked Thouzer yesterday, and I hope to have everyone almost maxed out by the end of the month.
After maxing out Rei, I plan on going to Jagi, then Thouzer, then Raoh.

So far out of the all level 1 musou’s, I think Shin’s flying kick (forgot name, it’s the first one you get) is the best one.

Rei is amazing. He is a tiny bit better than Shin IMO, but I find Shin more fun to use.

Jagi is good, he is fun to use. I just started using him.
I was wrong, Jagi’s level 1 musou is the best so far.