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Fumikage Tokoyami Guide

Guide developed and supervised by: Vateilika (Steam)
Contributors: Pneulysta (Steam), Versitax (PS), Xmandark (Switch/Steam)

Last Update:


Table of Contents


"Revelry in the dark..."

Overview

Tokoyami is a jack-of-all-trades, master of none that constantly switches between a normal form and a stance that significantly empowers his mobility and melee power. He excels at enemy lockdown, mobility, and general utility, but struggles with dealing damage, has average HP, and crumbles without cooldowns.

His base kit covers his basic needs containing a slow-moving but piercing projectile Alpha, a small but long-lasting lockdown AoE Beta, and a weak but versatile shield Gamma.
Tokoyami can leap high into the air, and he can glide at will while healing. He can also protect himself while performing actions, such as healing, reviving, and rescuing civilians.

What sets Tokoyami over the edge is his Special Action stance, Black Ankh. When in Black Ankh, Tokoyami becomes significantly stronger. He moves much faster, his melees are greatly enhanced, and he can leap an additional time.
This is not without a significant downside. If Tokoyami does not manage his Black Ankh resource well, he will be left vulnerable for a long period of time, and has to rely on his basic kit.

Pick if you like Avoid if you dislike
  • Managing a powerful, but punishing stance resource via Special Action
  • Having strange, but versatile tools
  • Constantly switching between stances
  • Locking down enemies via Knockdowns and Staggers
  • Having good vertical and air mobility
  • Constantly pressing buttons
  • Feeling extremely weak without your resource
  • Underwhelming basic skills
  • Below average damage even with combos
  • Requiring meter to use your half of your mobility



Best Map: Any

Tokoyami's kit is versatile enough to work well on any map.



Alpha Skill - Ragnarok


Tokoyami's Alpha sends out Dark Shadow in a straight line to attack opponents. Dark Shadow himself has a rather large hitbox, can hit pierce through opponents, and even travel up walls. The main weaknesses of this move is that it deals below-average damage, is fairly slow, and only has three uses. While the cooldown is forgiving, every shot needs to count.

Tips for Tokoyami's Alpha:

  • While trying to hit opponents over ledges, Dark Shadow can get caught on ceilings or strange map geometry. Try to aim Alpha close to ledges to prevent this.
  • Dark Shadow is amazing at destroying structures such as civilian boxes and buildings. If you line up Dark Shadow, he can destroy multiple buildings in a row or at the same time!
  • Alpha is great for poking at multiple enemies in chaotic battles.

Beta Skill - Spiral Shadow Born of the Gloaming


Tokoyami's Beta sends out Dark Shadow to a location, who then proceeds to attack and stagger opponents inside the circle. The main weakness of this move is that it causes high down power which can limit potential combo routes for yourself or teammates.

Tips for Tokoyami's Beta:

  • Due to it's stagger, it is a great tool for interrupting opponents.
  • Beta's duration is fairly long, so it can be used on an opponent's wake-up to limit their options. This can also be used to cover any escapes you need to make.
  • Beta will continue even if Tokoyami is staggered as long as the AoE has been created. With some predicting, you can use this to your advantage against aggressive players.
  • Beta will still create a circle at max range. This effectively extends it's slightly range at long range.
  • If an opponent is knocked down and there is terrain nearby, it can be a good idea to aim Beta at a wall, slightly above ground, to catch both ground options and air options depending on your opponent's tunings or character.

Gamma Skill - Jet-Black Shadow Shield


Tokoyami's Gamma commands Dark Shadow to protect Tokoyami with a small, weak shield with a large amount of utility. When used, Dark Shadow blocks in the direction that Tokoyami's crosshair is facing. Additionally, Tokoyami can "lock" Dark Shadow to a specific direction, by pressing and holding the Gamma button again when Dark Shadow is out, then move his crosshair independently. While the shield is out, Tokoyami can perform specific actions while Dark Shadow is protecting him, such as reviving a teammate, opening a chest, or reviving. The main weakness of this move is that it's brittle and reloads extremely slow when not broken.

Tips for Tokoyami's Gamma:

  • Tokoyami can use Dark Shadow WHILE opening a chest or rescuing a civilian, but must use shield BEFORE using a revive card or reviving a teammate.
  • It reloads extremely slow, so it's best to completely break it when at low percentage.
  • Keep in mind the shield is very visible to enemies. If they didn't already know where you are, then with shield they will.
  • Gamma is great at blocking physical attacks, but will crumble against projectile attacks.

The interactions between skills and Tokoyami's gamma are as follows:
✅ Means "Blocks and Staggers"
🟡 Means "Blocks Only"
❌ Means "Ignores"
➖ Means "Not Applicable"

* Denotes skills that can go through Gamma at close ranges
** Denotes skills that need to be blocked at specific angles

Battle Style Alpha Beta Gamma Special Action Melee
Izuku Midoriya 🟡 🟡
Izuku Midoriya - Full Bullet 🟡 ✅ Heel
🟡 Shockwave
Izuku Midoriya (OFA) 🟡 Ground
🟡 Air
✅ Normal
❌ Overdrive
❌ Normal
✅ Overdrive
✅ Ground
✅ Air**
Katsuki Bakugo 🟡 🟡 ✅ Cartwheel
🟡 Explosion
Katsuki Bakugo - Machine Gun 🟡 🟡 🟡*
Ochaco Uraraka 🟡 ✅ Spin
🟡 Throw
❌Float AoE
✅ Debris
Ochaco Uraraka - Zero Satellites 🟡 Throw
✅ Swing
❌Float AoEs
✅ Debris
✅ Floating Island
Tenya Iida
Shoto Todoroki 🟡** 🟡
Shoto Todoroki - Ice Fang Wind Flame 🟡 Fire
🟡 Ice*
🟡 Ice
🟡 Explosion
🟡
Tsuyu Asui 🟡
Eijiro Kirishima 🟡*
Eijiro Kirishima - Red Drive 🟡 🟡
Momo Yaoyorozu 🟡 ✅ Shield Run 🟡 Cannonball
🟡 Explosion
✅ Melee 1, 2
🟡 Melee 3 (Hammer)
Fumikage Tokoyami 🟡 🟡 Dark Shadow
🟡 AoE
✅ BA Ground Melee
✅ BA Air Melee
🟡 BA Ground Projectile
🟡 BA Air Projectile
Denki Kaminari 🟡 Bullet
🟡 Connection
Denki Kaminari - Lightning 🟡 Normal
🟡 Lock-On
🟡
Neito Monoma 🟡 ✅ Knee
✅ Dash
Itsuka Kendo 🟡
Itsuka Kendo - Twin Palm Strike 🟡 Normal
🟡 Charged
Ibara Shiozaki 🟡
Mirio Togata ✅ Uncharged
❌ Charged
Mirio Togata - Sheer Counter 🟡
Tamaki Amajiki 🟡 Swordfish
🟡 Tentacle
🟡
Nejire Hado 🟡 🟡 🟡
Nejire Hado 🟡 🟡
Hitoshi Shinso 🟡 ✅ Grounded
✅ Air
🟡 🟡
All Might 🟡 Bullet
🟡 Shockwave
✅ Dash
🟡 Tornado Slam
All Might - Gatling 🟡 Bullet 🟡 Projectile
✅ Dash
Armored All Might 🟡 Ice
🟡 Fire
🟡 Shock
✅ Pull
🟡
Shota Aizawa 🟡 Grounded
✅ Air Dash
🟡
Present Mic 🟡 🟡 Tap
🟡 Hold
❌ Boombox Throw
🟡 Boombox Alpha
🟡 Boombox Beta
Cementoss 🟡 Ball
❌ Creation
🟡 Ball
❌ Creation
Endeavor 🟡 🟡 Arrow
🟡 Pillar
🟡
Endeavor - Inferno Fist 🟡 Projectile
🟡 Fire Ground**
🟡 Initial Hits**
🟡 Initial Pull**
❌ Ring Pull
🟡 Ball
🟡 Explosion**
Hawks 🟡 🟡
Hawks - Slicing Wind 🟡 ✅ Dash
🟡 Follow-through
✅*
Mt. Lady 🟡 Regular
🟡 Giant
🟡 Giant Explosion
🟡 Regular
🟡 Giant
✅ Regular
🟡 Giant
Tomura Shigaraki 🟡
Tomura Shigaraki - Catastrophe 🟡 Debris
🟡 Cracks
🟡 Debris
🟡 Pulses
✅ Dash
🟡 Shockwave
Tomura Shigaraki - Thousand-Hand Break ❌ Initial Hit
✅ Extended Arm
All For One 🟡 Regular
🟡 Charged
All For One (Youth Age) 🟡 Regular
🟡 Explosion
🟡 Line**
🟡 Expansion**
🟡 Orbs
🟡 Expansion
🟡
Dabi 🟡 🟡
Dabi - Crazy Torch 🟡 🟡 Pulse
🟡 Expansion
🟡
Himiko Toga 🟡 🟡
Himiko Toga - Sting Dance 🟡 🟡
Twice 🟡 🟡
Mr. Compress 🟡 🟡
Overhaul 🟡 🟡
Kurogiri 🟡 Projectile
🟡 Linger
🟡 Portal Shot 🟡 Alpha
🟡 Alpha Linger
🟡 Beta
Nagant 🟡 Projectile 🟡 🟡 Grounded
🟡 Aerial
🟡 ✅ Melee 1, 2
🟡 Melee 3 (Bullet)

Special Action - Black Ankh / Twin Wings of the Black Arm


Tokoyami's special action enhances his melee attacks and mobility. Black Ankh is a stance that enhances Tokoyami's overall speed and grants his melee attacks special properties. Twin Wings of the Black Arm allows him to leap high into the sky and/or glide in the air.

Black Ankh

Dark Shadow covers Tokoyami, greatly increasing his movement speed, melee attack power, and melee tracking. Tokoyami's Air Melee and Ground Melee fire out large projectiles, but these will not activate melee special tunings and will not pierce enemies. All melee attacks will gain an increase in down power, meaning Tokoyami sacrifices combos for the ability to heavily pressure opponents by constantly knocking them down. During Black Ankh, Tokoyami's leap costs 40% of his Special Action meter instead of 50% and leaps even higher.

Tips for Black Ankh:

  • While Tokoyami can manually untransform via the Special Action Button, he can also untransform through the use of Alpha, Beta, or Gamma.
  • Black Ankh has 30 second cooldown penalty when fully depleted. It's recommended to untransform early to prevent a penalty or play passively when a penalty does occur.

Twin Wings of the Black Arm

Tokoyami uses Dark Shadow to leap high into the air, allowing him to attack from above or escape a fight. The ability can be used midair, allowing Tokoyami to ascend higher.

By pressing the sprint button while in the air, Tokoyami will glide through the use of Dark Shadow. This ability is a considered passive and is tied to Black Ankh, but does not need or consume Special Action meter. Clever use of your abilities or the environment will allow you to travel great distances. Tokoyami can use items while gliding, allowing you to heal yourself while you escape a fight, or heal your team from the safety of the skies.

Tips for Twin Wings of Black Arm:

  • When Special Action is silenced, you will not be able to use your glide. Plan accordingly.
  • See Movement Tech.

Basic Attacks

Ground Melee

A basic 4-hit string with fair tracking and okay damage.

The 1st melee is a double hit whirlwind.

The 2nd melee is a rising back swipe.

The 3rd melee is a diving attack. It has a very niche use case as a fast fall. The attack falls at a ~45 Degree angle until it hits the ground.

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Air Melee

An aerial melee with serviceable tracking and okay damage. It has low down power and has a ground bounce property on HP. Air melee provides the main structure of Tokoyami Normal Form Combos and is amazing melee to use during team combos.

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Black Ankh Attacks

Black Ankh Melees are the same as normal forms, but have extra properties tied to them.

Black Ankh Ground Melee

A good damage 4-hit string combo.

The 1st melee attack throws out an extremely large projectile that does decent damage. The projectile is so large that it can hit opponents past ledges and around corners. It also has a very low down power, making it a good choice for tagging on extra damage during a teammate's combo. Keep in mind, the projectile does not pierce enemies, it merely stops at the first one struck.

The 2nd melee attack is exactly the same as the Normal form except with slightly less down power.

The 3rd melee attack has a shockwave that performs a hard knockdown. The shockwave is useful for salvaging the string if the initial 2 melees did not land.

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Black Ankh Air Melee

A decent damage aerial claw slash that has a projectile. This air melee has incredible tracking and high down power. If both the melee attack and the projectile hit, then the move will hard knock down.

Compared to the Black Ankh Ground Melee projectile, it does more damage and goes farther, but has a higher downpower and smaller hit box. The projectile's main draw is that you can stay very mobile while firing a projectile.

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Leveling Paths

Tokoyami is not very level dependent due to his basic kit performing below average and Black Ankh providing a lot of damage and utility. Generally, Gamma is leveled last as it reloads very slow. These level paths are merely a suggestion and not a rule.

Poke Path

Alpha gives good poking and slightly better combo damage. Maxing Alpha gives larger projectiles, adds 10 extra damage per projectile, and slightly faster reload.

Beta Utility Path

Beta provides great utility for catching wake-ups, covering for teammates, or covering for escapes. Maxing Beta makes it much larger, do 9 extra damage per tick, and slightly reducing the cooldown.

Balanced Path

Alpha levels 1-4 provides more damage per level than Alpha 5-9. Beta at 4 allows for a larger AoE to have an easier time hitting it for wake-up situations. Beta and Alpha max can be interchangable depending on what you want.

Movement Tech

Shield Glide

During the start-up of jump or falling off a ledge, you can use both Tokoyami's shield and glide. This requires quick consecutive button presses. This can be useful to protect yourself while either gaining distance on an enemy or running away from one. Do remember, Tokoyami's shield is very weak, so this will stall only for a little bit.

The order of inputs for jumping:

  • Jump > (During Jump Start-up) Gamma > Glide

The order of inputs for walking off a ledge:

  • Gamma > (Fall off Ledge) > Glide

Keep in mind, this cannot be done mid-air or off a walljump. It MUST be either starting a jump off the ground or falling off a ledge.

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Feather Fall

If Tokoyami resets his glide while healing in the air, his fall speed is even lower than normal. It allows him to drink, 2 team fulls from 1 Black Ankh Boosted leap before hitting the ground instead of normally 1. There's a brief period after finishing a heal where his horizontal momentum and vertical momentum are lowered. However, if you glide again twice, it resets his momentum to normal glide momentum.

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Slope Glide

Tokoyami's glide can be used to go up slopes. As climbing is about the same speed, this tech isn't particularly useful, and is mostly for fun. Tokoyami can heal during this, but will slide down.

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General Strategies

Tap Glide

Tokoyami can glide as many times as he desires while in the air. You can combine this in conjunction with Alpha or Beta to deal damage while slowing your descend and keeping your movement unpredictable.

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Black Ankh Meter Management

Black Ankh is Tokoyami's most important resource. The penalty cooldown for using all of Black Ankh meter is 30 seconds. Being without Special Action puts Tokoyami in a very bad situation. His other skills often times will not be enough to cover for him during that down period. Therefore, you should usually untransform to conserve meter when it's at a low percentage or when there are no engagements. To do this, you can manually untransform with the Special Action button or use Alpha, Beta, or Gamma.

In a life or death situation, it's okay to use all of your Black Ankh meter. It's better to live than to save a meter you can't use when dead.

A key thing to note is that Black Ankh will not start recharging while in the air. You need to either touch the ground, cling on to a wall, wall jump, or wall run to start the recharge.

Stealth Healing

While Tokoyami is drinking during his glide, his glide speed is lower than normal. To make the most out of this, use the nearby environment to your advantage by staying hidden inside them. Tall pillars, corners in buildings, or trees are great ways to hide yourself while healing.

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Jump Pads

Jump pads give a great resourceless way to traverse an area. Essentially, it acts as a free special action leap. Glide can be used at any point during the jump pad launch to control your height. Different jump pads have different jump velocities, meaning they will send you to different minimum heights.

You can use it in creative ways, such as juking enemies or traversing to different heights of the map.

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Dark Shadow Multi-tasking

Dark Shadow can break buildings for you and will continue punching for a set amount of time or until the building breaks. So as long as you don't use another Alpha, Beta, or Special Action, you can multi-task with this while rescuing civilians or reviving teammates. Gamma can be used during the rescue/revive animation, so you can break a building, protect yourself, and rescue at the same time!

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Covering wake-ups

Tokoyami has excellent tools at catching an opponent on their wake-up from a Knockdown.

In normal form, Tokoyami's Beta is the best option as it is very active, staggers, and at worst can trade with an enemy. Try to aim Beta where an enemy will want to move.

In Black Ankh, BA Ground Melee is decent at catching wake-ups. BA Melee 1 has good tracking and BA Melee 3 has a large shockwave that will often catch opponents that aren't paying attention. It provides the most damage out of all the wake-up options, but BA Melee 1 can easily be rolled.
BA Air Melee has excellent tracking and can chain knockdown enemies. It's best when used against aggressive players or players that want to use their movement after a tech.

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Shield Bash

If you know an enemy will try to perform a physical attack on you, you can intentionally run into a physical attack with shield to stagger an enemy and punish them. Shield Gliding can be extended to this strategy.
Be wary of any fights happening around you. This will most likely break your shield or nearly break it, so you likely won't have shield for a while.

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Team Play

Due to Tokoyami's versatile kit, he is naturally good at team play. Generally in fights, his role is disruptive, ie. lockdown an enemy or bodyguard an ally from other enemies via knockdowns and staggers. He is also able to protect allies with a shield or heal them via team heals while staying gliding.

Early Game Generosity

Tokoyami is not very level dependent early, due to his special action being strong at the start of the game. You can consider giving your teammates cards instead of yourself, if you feel like your teammates are stronger at lvl 9 skills.
However, don't neglect your own levels entirely. As the zone progresses, without levels, your vulnerable periods are more punishing.

Team Combos and You

Tokoyami's high down power makes him less than ideal for team combos. Whether or not you can help with a combo is largely dependent on your teammates' characters and your own tuning.
For teammates that have high damage, high downpower solo combos, it's better to act as a bodyguard for them or to help them chase.
For teammates with low downpower combos, it's better to use BA Ground Projectiles or Normal Air Melee on HP.

You can fix combos that would otherwise drop with Normal Air Melee, but this requires high situational awareness.
If you have team-based melee special tuning equipped, melees can provide utility for teammate during or after the combo, ie. Embrittlement or Perception.

Healing and Protecting

If you have team heals and your teammates are in a fight or low, it's a good idea to retreat and start a team heal to keep them alive. You can use shield prior to protect yourself while healing or use leap into glide to hide in a safe position. If the team heal is not time-sensitive, after leaping, you can do a brief wall-jump, or wall run, with a rapid card or wall runner, to start recharging Special Action early. Be sure to untransform before drinking to conserve special action meter.

Shield can be used to protect yourself and allies while performing actions. As Tokoyami's shield is very visible and brittle, sometimes it's best not to use shield as to not draw attention.
Be sure to use shield prior to an action to protect yourself while drinking, reviving a downed ally, or starting a revive card.

Sometimes an enemy is a high damage threat, shields and team heals can only do so much. This is where Tokoyami's specialty of enemy lockdown comes in. You are dragging their attention to you using staggers and hard knockdowns, so that your teammates can get some space to heal.

In normal form, Tokoyami can use Beta to keep enemies staggered and off your allies. Tokoyami can make use of shield bashing to stagger an enemy off their teammate.

In Black Ankh, he can make use of Black Ankh Melees to keep enemies off of teammates.

  • BA Ground Melee is good for keeping an enemy locked down for longer, but has issues directly hitting opponents slightly in the air.
  • BA Air Melee is a great move to use as it performs a hard knockdown if both the projectile and melee hit. If an enemy plays too recklessly, such as using a move out of i-frames, you can repeatedly use this move to keep them knocked down.

🟢🟢 Exceptional 🟢🟢 means both Tokoyami and their partner can greatly negate each other's weaknesses or greatly bolster each other's strengths
🟢 Good 🟢 means Tokoyami and their partner benefit from having each other on their team.
🟡 Average 🟡 means Tokoyami or their partner benefit from each other, but still have noticeable weaknesses.

Izuku Midoriya (Default)

Synergy Score: 🟢 Good 🟢
Although Deku can chase decently well, Deku struggles at keeping targets locked down. Tokoyami can in place force a 1v1 for Deku by locking down another target or keep their target repeatedly knocked down and out of resources.
Tips for playing with Izuku Midoriya (Default):

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  • Izuku Midoriya (Full Bullet)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Izuku Midoriya (Full Bullet):

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  • Izuku Midoriya OFA

    Synergy Score: 🟢🟢 Exceptional 🟢🟢
    Tokoyami can assist OFA Deku in combos due to his ground bounce property on HP hits of Air Melee. However, keep in mind that Beta and Alpha can potentially ruin any combos for OFA Deku. When Deku is comboing, you can act as a bodyguard against enemies or to help with catching the wake-up of the opponent.
    Tokoyami's Alpha is good for whittling down or knocking down opponents for OFA Deku to catch-up.
    Tokoyami's Beta can be used to catch the wake-up of an opponent, so that OFA Deku can easily pressure.
    Tokoyami's Gamma is good for providing a small amount of cover for OFA Deku to throw Ground Alpha to knock down a problematic opponent.
    Tips for playing with Izuku Midoriya OFA: - Keep an eye on OFA Deku's combo and if you can assist in it. If the combo looks like it'll drop due to a strange height difference, consider using air melee to allow OFA Deku to recover and continue the combo. - Consider bodyguarding Deku if he has started a long combo, ie. Air Melee on Flesh. It'll allow him to maximize his damage and allow you to keep pressure off him.

    Katsuki Bakugo (Default)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Katsuki Bakugo (Default):

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  • Katsugi Bakugo (Machine Gun)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Katsugi Bakugo (Machine Gun):

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  • Ochaco Uraraka (Default)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Ochaco Uraraka (Default):

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  • Ochaco Uraraka (Zero Satellites)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Ochaco Uraraka (Zero Satellites):

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  • Tenya Iida

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Tenya Iida:

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  • Shoto Todoroki (Default)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Shoto Todoroki (Default):

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  • Shoto Todoroki (Ice Fang Wind Flame)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Shoto Todoroki (Ice Fang Wind Flame):

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  • Tsuyu Asui

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Tsuyu Asui:

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  • Eijiro Kirishima (Default)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Eijiro Kirishima (Default):

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  • Eijiro Kirishima (Red Drive)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Eijiro Kirishima (Red Drive):

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  • Denki Kaminari (Default)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Denki Kaminari (Default):

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  • Denki Kaminari (Lightning)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Denki Kaminari (Lightning):

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  • Momo Yaoyorozu

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Momo Yaoyorozu:

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  • Neito Monoma

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Neito Monoma:

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  • Itsuka Kendo (Default)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Itsuka Kendo (Default):

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  • Itsuka Kendo (Twin Palm Strike)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Itsuka Kendo (Twin Palm Strike):

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  • Ibara Shiozaki

    Synergy Score: 🟢🟢 Exceptional 🟢🟢
    Ibara benefits greatly from a bodyguard. Tokoyami can fulfill that role and can poke alongside Ibara. Tokoyami's Gamma can stall time for Ibara to get into a good position to revive.
    Tokoyami's Alpha is great at range in conjunction with Ibara's Alpha.
    Tokoyami's Beta is great at keeping enemies off of Ibara due to it's stagger.
    Tokoyami's Gamma is great at providing a little bit of cover for Ibara to have free reign while sniping or grabbing.

    Tips for playing with Ibara: - Your ideal role is to keep enemies off of Ibara by knocking them down with Black Ankh or staggering with Beta. - When Ibara is grabbing, you can use your Air Melees to add on damage or proc melee tunings on enemies, ie. Embrittlement. - Although difficult to do, Tokoyami's Beta can be used to tag on a little extra damage from Ibara's Alpha.

    Mirio Togata (Default)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Mirio Togata (Default):

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  • Mirio Togata (Sheer Counter)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Mirio Togata (Sheer Counter):

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  • Tamaki Amajiki

    Synergy Score: 🟡 Average 🟡
    Tamaki combos have relatively strict down power limits. Generally, Tamaki's main combo ender is Beta which is significantly more damage than anything Tokoyami can throw out.
    Tokoyami's Alpha can ruin Tamaki's combos.
    Tokoyami's Beta can also ruin Tamaki's combos, but can be good if Tamaki combos into it with his own Beta.
    Tokoyami's Gamma can provide decent cover for Tamaki while he is charging Gamma.

    Tips for playing with Tamaki Amajiki: - If you see Tamaki pull an enemy, turn your attention to other enemies coming in or after Tamaki finishes his combo, assist him on the enemy's wake-up . - Keep in mind Tamaki's grab range, and switch your playstyle to a bodyguard when he's in range to attempt it.

    Nejire Hado

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Nejire Hado:

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  • Nejire Hado (Fairy)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Nejire Hado (Fairy):

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  • Hitoshi Shinso

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Hitoshi Shinso:

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  • All Might (Default)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with All Might (Default):

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  • All Might (Gatling)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with All Might (Gatling):

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  • Armored All Might

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Armored All Might:

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  • Shota Aizawa

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Shota Aizawa:

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  • Present Mic

    Synergy Score: ➖ Need more Data ➖
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  • Cementoss

    Synergy Score: ➖ Need more Data ➖
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  • Endeavor (Default)

    Synergy Score: ➖ Need more Data ➖
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  • Endeavor (Inferno Fist)

    Synergy Score: ➖ Need more Data ➖
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  • Hawks (Default)

    Synergy Score: ➖ Need more Data ➖
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  • Hawks (Slicing Wind)

    Synergy Score: 🟡 Average 🟡
    Strike Hawks' combos will deal more damage than yours and have a relatively high down power tied to it. Be careful when comboing with your Hawks because you can easily distrupt their combos.
    Tips for playing with Hawks (Slicing Wind): - Consider being a bodyguard/lookout for Hawks instead of helping with combos. - Intervene when Hawks is on cooldown or cannot pursue an enemy further. - Keep in mind the HP of Hawks' target. If they are low, it's a good idea for you to try to finish them off if Hawks can't.

    Mt Lady

    Synergy Score: ➖ Need more Data ➖
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  • Tomura Shigaraki (Default)

    Synergy Score: ➖ Need more Data ➖
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  • Tomura Shigaraki (Catastrophe)

    Synergy Score: ➖ Need more Data ➖
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  • Tomura Shigaraki (Thousand-Hand Break)

    Synergy Score: ➖ Need more Data ➖
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    Tips for playing with Tomura Shigaraki (Thousand-Hand Break):

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  • All For One (Default)

    Synergy Score: ➖ Need more Data ➖
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  • All For One

    Synergy Score: ➖ Need more Data ➖
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  • Dabi (Default)

    Synergy Score: ➖ Need more Data ➖
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  • Dabi (Crazy Torch)

    Synergy Score: ➖ Need more Data ➖
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  • Himiko Toga (Default)

    Synergy Score: ➖ Need more Data ➖
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  • Himiko Toga (Sting Dance)

    Synergy Score: ➖ Need more Data ➖
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  • Twice

    Synergy Score: ➖ Need more Data ➖
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  • Mr. Compress

    Synergy Score: ➖ Need more Data ➖
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  • Kurogiri

    Synergy Score: ➖ Need more Data ➖
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  • Lady Nagant

    Synergy Score: ➖ Need more Data ➖
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  • Overhaul

    Synergy Score: ➖ Need more Data ➖
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  • Combos

    The different ways you can combine and chain various skills for higher damage within 500 DP (Downpower). The downpower of Fumikage Tokoyami's abilities are as follows:

    Alpha: 225 DP
    Beta: 93 DP (Per Tick), 465 DP (Total)
    Gamma: - DP

    Melee 1: 100 DP (Per Hit), 200 DP (Total)
    Melee 2: 100 DP
    Melee 3: 100 DP
    Air Melee: 100 DP

    "BA" refers to while transformed in Black Ankh.

    BA Melee 1: 125 DP (Per Hit), 250 DP (Total)
    BA Melee 1 Projectile: 25 DP
    BA Melee 2: 75 DP
    BA Melee 3: 75 DP
    BA Melee 3 Shockwave: 500 DP
    BA Air Melee: 450 DP
    BA Air Melee Projectile: 200 DP

    The text of the combos below will be colored by how true they are, in this case, we will define as "True" combos that, without 3rd party or tuning interference, can only be escaped/interrupted by Overhaul and/or Mirio, as those are special cases.
    White Text means that part of the combo is True on both GP and HP.
    Green Text means that part of the combo is True if the target is on HP only or the hit guardbreaks.
    Blue Text means that part of the combo is True if the target is on GP only.
    Red Text means that part of the combo is Untrue, and therefore the enemy can escape it.

    The DMG of the following combos at max level and accounting for the character's strike role is classified under the following tags:
    Basic DMG (100-149 DMG), Basic+ DMG (150-199)
    Light DMG (200-249 DMG), Light+ DMG (250-299)
    Medium DMG (300-349 DMG), Medium+ DMG (350-399)
    High DMG (400-449 DMG), High+ DMG (450-499)
    Heavy DMG (500-549 DMG), Heavy+ DMG (550-599)
    Deadly DMG (600-649 DMG), Deadly+ DMG (650-699)

    Numbers in parentheses denote the number of hits, ex. Beta (1) means one hit of Beta, Beta (5) means five hits of Beta.

    Beta (5) > Alpha

    Basic Beta combo that's good for non-committal poking.

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    Beta (5) > Air Melee

    Basic close-ranged Beta combo that can apply melee tunings.

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    Melee 1 > Air Melee > Air Melee > Alpha

    Acceleration only for HP. Test this combo on GP

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    Air Melee > Air Melee > Air Melee > Air Melee > Alpha / Air Melee

    Air Melee Loops or also known as the "Dribble Combo" or "Basketball Combo". This combo makes use of air melee on jump startup. Alpha can be applied at the end on HP with Acceleration or down a slope.

    Tips for doing the combo:

    • Hit jump to air melee in rapid succession for best results.
    • Timing of the jump > air melee can be precise. It helps to think of it as a rhythm.
    • If you get Grounded Melee 1, your timing is too fast.
    • If you whiff Air Melee, your timing is too slow.

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    Air Melee > Ground Melee 1 > Air Melee > Alpha

    Decent combo that can be used to salvage damage from a mistiming during the Air Melee Loop.

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    Jump > Beta (1) > Glide Cancel > Air Melee > Air Melee > Air Melee > Air Melee > Alpha / Air Melee

    Stylish, Highest Damage Combo for Tokoyami in base form. This combo requires getting one tick of Beta damage, then transitioning into Air Melee Loops.

    Breakdown:

    • Beta can be cancelled at any point with glide.
    • A single hit of Beta hit does 93 DP, meaning it won't affect Tokoyami's Air Melee Combo, due to it going under 100 DP.

    Tips:

    • Time the glide when Dark Shadow forms.
    • The tracking for Air Melee after the Glide Cancel is inconsistent, so you may need to manually adjust your crosshair to the enemy.

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    BA Ground Melee Projectile > BA Melee 1 > BA Melee 2 > BA Melee 3

    Great Damage Untrue Combo in Black Ankh. BA projectiles don't stagger, so BA Melee 1 is not guaranteed. It's also very spacing dependent due to needing to whiff the BA Melee 1 to avoid it's hit and tracking. This combo is best used when catching an opponent off guard while relatively closeby.

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    BA Ground Melee > (Untransform) > Air Melee > Air Melee > Alpha / Air Melee

    Very stylish and difficult, HP Acceleration only combo.

    The timing on BA Ground Melee > (Untransform) > Air Melee is VERY precise. You must manually untransform during your jump, then come down with a normal form Air Melee.

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    Normal Tunes

    WIP Explanation about why these tunes are good on Tokoyami here.

    Melee Attack Power+ affects Black Ankh Melees and their projectiles. Alpha Attack Power+ is good for players that prefer poking with Alpha or have Alpha centric builds. HP DMG and GP DMG are good in general. Special Action Reload+ allows for less downtime for penalty cooldowns. Forward Jump HT+ will help you get slightly more distance from your flights.

    Strike Slots: Melee DMG > HP DMG > GP DMG > Alpha DMG > Beta DMG > Else
    Assault Slots: Melee DMG > GP DMG > HP Defense > Alpha Defense > Beta Defense > Gamma Defense > Else
    Rapid Slots: Melee DMG > Alpha Reload > Beta Reload > Forward Jump HT+ > Else
    Support Slots: HP+ > GP+ > Else
    Technical Slots: Special Action Reload > Alpha Reload > Beta Reload > HP Defense > Gamma Reload > Else

    Special Tunes

    General Playstyle

    These special tunings are geared towards general play.

    Special Action Reload Boost
    Great tuning for Tokoyami. Allows you to have more up-time with Special Action. Keep in mind, you will not recharge Special Action during Black Ankh or while in the air.
    Wall Runner
    Amazing tuning on Tokoyami. Wallrunning will start Special Action's cooldown, so you are able to recharge Special Action while staying mobile.
    Embrittlement
    Amazing tuning on Tokoyami. Allows everyone to deal more damage to the enemy he strikes with Melee. When combined with Black Ankh's amazing tracking, an enemy will practically always have Embrittlement on them.
    Fixer
    Great tuning on Tokoyami. Multiplies the values of small tuning on Tokoyami. See this for good small tuning or this for good costumes.
    Critical Permeation
    Good tuning on Tokoyami. It can let you stall for Special Action gauge for up to 7 seconds.
    Iron Fist
    Decent tuning of Tokoyami. When combined with Embrittlement, it can allow for Tokoyami to get a full guard break from combos. This tuning is held back by the relatively long cooldown when it runs out and Tokoyami's inately low damage.
    Quick Reload
    Good Tuning for Tokoyamis that like to poke. Be sure to count the damage you're dealing to ensure Alpha is the final blow. It's good for finishing off enemies, being annoying, and being non-committal in chaotic fights.
    Quirk Factor Release
    Great tuning for Tokoyami. His base kit will practically always be ready and will reload Special Action much faster. Gamma will still pitifully reload slow.
    Space Hop
    Good tuning for Tokoyami. It acts as a pseudo-special action leap. It can allow you to escape from bad situations by Space Hopping, then gliding away.
    Willpower
    Great tuning for Tokoyami. The hard knockdown from Will power can stall for a couple seconds which can be enough to charge up Special Action.
    High-Speed Replenishment
    Great, versatile tuning for Tokoyami. He can heal GP while gliding and can perform blue team heals while gliding with ease.
    Acceleration
    Excellent tuning for Tokoyami. His speed with special action and acceleration is unmatched. An enemy will not be able to run from you, and it opens up more combos for Tokoyami.
    Spiraling Leap
    Good tuning on Tokoyami. It allows him to naturally get more distance out of his glide or attack enemies higher in the air when combined with his Black Ankh Air Melee tracking.
    Speedy Self-Revive
    Niche tuning on Tokoyami. Dark Shadow can protect you while you are down allowing you to stall briefly for your self-revive. This tuning requires large negligence on the enemy's side to not finish you.

    Support Playstyle

    These special tunings are geared towards players that enjoy supportive playstyles.

    Twisted Fortune
    Amazing tuning for Support Players that like gambling and drinking. Twisted Fortune at lvl 11 gives a 55% chance to not consume team heals. This greatly extends the effectiveness of a single team heal for your team. Combined with Tokoyami's ability to glide while healing, he directly support his team with pokes and indirectly support his team with heals all while staying mobile.
    Embrittlement
    Great tuning on Tokoyami. Tagging an enemy with a melee will allow Tokoyami's teammates or other enemies to deal more damage. Depending on your teammates' characters, you can get great mileage out of this tuning if you can fit a normal air melee into their combos.
    High-Speed Replenishment
    Good versatile tuning for Support Tokoyami players. It is used both by yourself and for your team via team heals. However for team heals, it is largely dependent on RNG from civilians or if enemies are carrying them.
    Speedy Civilian Rescue
    Niche tuning for Support Tokoyami players with drinking problems. Tokoyami can shield himself during the rescue and easily drink in the sky while his teammates fight.
    While carrying a lot of team heals, you must play passively to prevent another team from getting all of your team heals.
    If you prefer playing aggressive, consider giving some of the team heals to your teammates.

    This tuning can be fantastic when paired with Twisted Fortune (Nejire - Fairy).
    Perception
    Great tuning for general team play. An enemy struck by Tokoyami will generally have a difficult time getting away. Perception can be good if you can't persue due to cooldowns. Situationally, it can be used to hit enemies around corners with Alpha or BA Ground projectiles.
    The true power of this tuning is with teammates that have wall-piercing skills. You can tag an opponent with perception and your allies will have free reign to shoot them.
    Divine Protection
    Niche tuning for Tokoyami. Tokoyami has good mobility and can shield himself while taking large chest. This tuning can be good when your team needs to recover from a bad start, need to snowball off of boxes, or desperately need a revive card.
    Reinforced Revive
    Niche tuning for Tokoyami. This tuning is considerably high-risk, high-reward for Tokoyami due to him having to use a normal length revive and his shield being very brittle. Keep in mind, you must use shield prior to reviving, otherwise the revive gets cancelled when used.

    Costumes

    Hero Costume (Heat)

    Good Budget Costume for Tokoyami. Can run Special Action Boost and Willpower. Can run every melee power+ small tuning.

    Hero Costume (Fancy)

    Good Budget Costume for Tokoyami. Good amount of defensive utility. Can run all of the melee small tunings


    Casual Style (Combat)

    Amazing PUR Costume for Tokoyami. Able to run Acceleration, Wall Runner, and/or perception. This costume also has slots for every small melee tuning.

    Casual Style (Fancy)

    Good PUR Costume for Tokoyami. Yellow slots are flexible and have good utility. Embrittlement and Quirk Factor Release are good candidates for the villain slot, or you can run both with Embrittlement on the Flex Yellow and QFR on the Villain. Other yellows include, Speedy Civilian, Revenge Assault, and Space Hop. Small slots are a little left to be desired for melee, but has good slots for Special Action Reload+.

    Casual Style

    Decent PUR Costume for Tokoyamis that like utility and poke-centric gameplay. Able to run Wall Runner or Acceleration for Special Tuning. Able to run Quick Reload on the villain red. Has a good amount of small red tuning and can run all of the special action reloads.

    Armor of the Abyss (Dangerous)

    Great PUR costume for Tokoyami. Able to run willpower, quick reload, Crushing PU, and special action boost. Has all the slots required for small melee tuning.

    Armor of the Abyss (Combat)

    Great PUR costume for Support Tokoyami players. Green Special Tuning is very flexible, and Yellow Special Tuning can run Speedy Civilian Rescue or a Defensive Special Tuning, such as Revenge Assault. Has all the slots required for small melee tuning.

    Armor of the Abyss

    Decent PUR costume for Support Tokoyami players that have a drinking problem. Purple Special Tuning is flexible for High-Speed Replenishment or Special Action Boost. Green Special Tuning can be used for Reinforced Revive, Compression Magic, or Warp Heal. Has all the slots required for small melee tuning.

    Builds



    Placeholder: 🔴🔴Very Unfavorable🔴🔴 🔴Unfavorable🔴 🟡Even🟡 🟢Favorable🟢 🟢🟢Very Favorable🟢🟢

    Izuku Midoriya (Default)

    Difficulty Score: 🟡Even🟡
    Deku has various tools to deal with your own tools and vice versa. This match-up depends on your own movement and meter management vs. Deku's aim. With bad meter management, Deku can have the upperhand as Tokoyami will be significantly weak for a long period of time.
    Deku's Alpha damage will add up if he can hit his shots on you.
    Deku's Crouch shot can perform a hard knockdown on Tokoyami, which can waste Special Action meter.
    Deku's Beta is great at getting out of Tokoyami's Beta due to it's armor property.
    Deku's Gamma can lead to devastating combos if it hits. It can also be used to make some distance from Tokoyami to stall for Deku's cooldowns.

    Tips vs Izuku Midoriya (Default):

    • Use Beta for wake-ups if you know Deku's Beta is on cooldown.
    • Make use of various glide techniques to keep yourself difficult to hit.
    • Don't give too much space for Deku, especially on wake-up. He can leave fairly quickly requiring you to use your Special Action meter to keep up.

    Izuku Midoriya (Full Bullet)

    Difficulty Score: ➖ Need more Data ➖
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    Izuku Midoriya OFA

    Difficulty Score: ➖ Need more Data ➖
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    Katsuki Bakugo (Default)

    Difficulty Score: ➖ Need more Data ➖
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    Katsugi Bakugo (Machine Gun)

    Difficulty Score: ➖ Need more Data ➖
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    Ochaco Uraraka (Default)

    Difficulty Score: ➖ Need more Data ➖
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    Ochaco Uraraka (Zero Satellites)

    Difficulty Score: ➖ Need more Data ➖
    Ochako has very telegraphed attacks, but a single mistake will allow her to take a mile.

    Tips vs Ochaco Uraraka (Zero Satellites):

    • Play cautious if you know Ochako has Gamma ready. A single float into Charged Alpha can cost you most of your shield, or half your life.
    • Make use of Black Ankh Ground Projectiles to poke at her when she flies away with Beta or is on top of her Gamma island.


    Tenya Iida

    Difficulty Score: ➖ Need more Data ➖
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    Shoto Todoroki (Default)

    Difficulty Score: ➖ Need more Data ➖
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    Shoto Todoroki (Ice Fang Wind Flame)

    Difficulty Score: ➖ Need more Data ➖
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    Tsuyu Asui

    Difficulty Score: ➖ Need more Data ➖
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    Eijiro Kirishima (Default)

    Difficulty Score: 🟢Favorable🟢
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    Eijiro Kirishima (Red Drive)

    Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
    Kirishima's raw damage output, mobility, and damage resistance will easily overtake anything Tokoyami has to offer. Kirishima's Alpha, Beta, and Gamma break Tokoyami's shield instantly. Kirishima's Beta is difficult to get around and along with Alpha cancelling the shockwave, can force you into a guessing game in his favor. Along with it's relatively low cost, Kirishima's Shield Glide tech can easily outmaneuver you. Kirishima has armor on Gamma which can keep you in check if you are reckless.

    Tips vs Eijiro Kirishima (Red Drive):

    • If you try shield bashing, keep in mind you will generally have only one chance at it, make it count.
    • Make the most out of Tokoyami's knockdowns with Beta and Black Ankh. If he escapes, don't bother, your cooldowns are too high to chase him.
    • Be very careful when Kirishima has unbreakable. He can easily armor through attacks from Tokoyami.
    • Make use of Alpha's wall climb properties to catch him off guard from low-ground.


    Denki Kaminari (Default)

    Difficulty Score: 🟢Favorable🟢
    Denki struggles versus Tokoyami's tool kit. Denki's Alpha is shorter range than Tokoyami's Alpha and BA projectiles. Denki's Beta will go through shield, but Tokoyami has tools to punish him for that. Denki's Gamma will be blocked by Tokoyami's Gamma. However, don't get overconfident. Should Denki get one stun, he can quickly turn a fight around.

    Tips vs Denki Kaminari (Default):

    • Be wary of when Denki has special action activated on himself. Keep distance and use projectiles until it runs out.
    • Catch Denki's wake-up with Beta or Black Ankh Air Melee to prevent him from escaping.

    Denki Kaminari (Lightning)

    Difficulty Score: ➖ Need more Data ➖
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    Momo Yaoyorozu

    Difficulty Score: 🟢Favorable🟢
    Momo is a vulnerable character when fighting her outdoors. However, don't underestimate her ability to quickly turn a fight.
    Momo's Alpha makes her great at close-range combat.
    Momo's Held Beta acts as a pseudo-shield while she is charging.
    Momo's Gamma will obliterate a health pool if a player is too greedy when fighting her.

    Tips vs Momo Yaoyorozu:

    • Black Ankh projectiles make quick work of Momo's cannons.
    • BA Ground projectiles are large enough to strike Momo from behind her shield if aimed above the shield.
    • Alpha projectiles will go over her shield. If Momo is close enough to her shield, she will be hit. However, at specific distances away from shield, she will not get hit by Alpha.
    • Momo is considerably vulnerable against opponents above her. If an angle allows it, you can leap and poke her from above.
    • Be careful when chasing Momo indoors. Cannons be placed at chokepoints in the building. When she dissappaears around a corner, wait a few seconds to confirm cannons weren't setup or use Gamma to quickly peek.

    Fumikage Tokoyami

    Difficulty Score: 🟡Even🟡
    Skill match-up that is largely dependent on who gets momentum first and maintains it.

    Tips vs Fumikage Tokoyami:

    • Make use of your i-frames when fighting a Tokoyami that is in Black Ankh. Generally, Tokoyami will want to use BA Air Melee to hit you on wake-up. You can use this to punish them accordingly.
    • Beta is good for keeping an enemy Tokoyami locked down and to start your own momentum with Black Ankh.
    • Gamma is good for blocking most of Tokoyami's moves.
    • Make use of glide to get around Gamma or close the distance as Tokoyami can't sprint faster than glide while Gamma is up.
    • If the enemy Tokoyami is still in Black Ankh after you get knocked down, delay your wake-ups to waste their meter.

    Neito Monoma

    Difficulty Score: 🟣Unknown🟣
    How well Monoma plays versus Tokoyami depends entirely on what quirks Monoma has stolen. If Monoma has stolen Tokoyami's quirks, he will be left with an extremely underwhelming special action.

    Tips vs Neito Monoma:

    • Play cautious until you know what quirks Monoma has stolen and plan accordingly.
    • Monoma can be difficult to chase once he has gotten away. Make use of Black Ankh Projectiles to tag damage on to him.
    • Be careful at close range. Monoma's Beta > Beta combo does a great amount of damage.

    Itsuka Kendo (Default)

    Difficulty Score: 🔴Unfavorable🔴
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    Itsuka Kendo (Twin Palm Strike)

    Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
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    Ibara Shiozaki

    Difficulty Score: 🔴Unfavorable🔴
    Ibara outdamages Tokoyami at distance and is deadly at close-range. Caution is required when fighting Ibara. Ibara's Alpha goes through Tokoyami's Gamma. Ibara's Beta will easily break Tokoyami's Gamma. Ibara's Gamma has armor, so it will trade favorably with Tokoyami's Beta if he hasn't hit her already, and is dangerous due to Tokoyami having 300 hp.

    Tips vs. Ibara Shiozaki:

    • Poke Ibara at mid-range and when she commits to a move, ie. Beta or Alpha, then punish her.
    • Keep your movement unpredictable. Try to incorporate 180 degree turns when glidng or tap glide.
    • Roll when Ibara is near to avoid getting grabbed. Predict if possible, try not to panic roll.
    • Don't over commit to staying close-range vs Ibara, one grab will instantly delete any progress you made.

    Mirio Togata (Default)

    Difficulty Score: ➖ Need more Data ➖
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    Mirio Togata (Sheer Counter)

    Difficulty Score: ➖ Need more Data ➖
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    Tamaki Amajiki

    Difficulty Score: ➖ Need more Data ➖
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    Nejire Hado

    Difficulty Score: ➖ Need more Data ➖
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    Nejire Hado (Fairy)

    Difficulty Score: ➖ Need more Data ➖
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    Hitoshi Shinso

    Difficulty Score: ➖ Need more Data ➖
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    All Might (Default)

    Difficulty Score: 🟢Favorable🟢
    All Might's moves are very telegraphed, but don't underestimate the damage they can do. Tokyami has the tools to deal with All Might.

    Tips vs All Might (Default):

    • While All Might is using his Gamma, use Shield Glide and Shield Bash into him to disrupt the Gamma.
    • All Might's mov

    All Might (Gatling)

    Difficulty Score: ➖ Need more Data ➖
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    Armored All Might

    Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
    Armored All Might's Alpha outdamages all of Tokoyami's projectiles and will break Tokoyami's Gamma quickly.
    Armored All Might's Beta can catch and punish a reckless Tokoyami in Black Ankh.
    Armored All Might's Gamma will buy time for him to get out Tokoyami's melee strings or pressure. Armored All Might's burn does a tremendous amount of damage to Tokoyami, so AAM can outlast Tokoyami in a long fight.

    Tips vs Armored All Might:

    • Although BA Ground Projectiles are good, BA Air Projectiles are better as they go farther and have a higher down power, meaning they are able to knock down Armored All Might at high heights.
    • Don't use too much Special Action when chasing Armored All Might. You need Black Ankh for projectiles in case you run out of Alphas.
    • If you need to stall for cooldowns, you can use Gamma. Keep in mind, Armored All Might shreds Tokoyami's Gamma.

    Shota Aizawa

    Difficulty Score: 🔴Unfavorable🔴
    Although Aizawa cannot silence Tokoyami's Black Ankh, Aizawa's sheer damage output outweighs any risk reward for Tokoyami.

    Tips vs Shota Aizawa:

    • Keep in mind, although your basic abilities are silenced, you can still use your Black Ankh and Glide.
    • Move unpredictablely against Aizawa to make it difficult for him to land an Alpha.
    • Be careful committing to close range versus Aizawa, Aizawa's Gamma is his best combo starter.
    • If Aizawa is running away, pepper him with Black Ankh Projectiles.

    Present Mic

    Difficulty Score: ➖ Need more Data ➖
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    Cementoss

    Difficulty Score: 🔴Unfavorable🔴
    Caution is required when fighting Cementoss. Cementoss morphs terrain unevenly which will require Tokoyami to spend Special Action to attack him. Cementoss' Alpha and Gamma projectile can be blocked by Tokoyami's Gamma. But if the projectile hits ground nearby, then Tokoyami cannot shield the terrain creation.

    Tips vs Cementoss:

    • Keep airborne to make it difficult to hit you. Consider using tap gliding to extend your airtime while poking at him.
    • Don't overextend and retreat if on cooldown.
    • Avoid fighting Cementoss indoors if possible.
    • Make use of Alpha to hit Cementoss on top of towers.

    Endeavor (Default)

    Difficulty Score: ➖ Need more Data ➖
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    Tips vs Endeavor (Default):

    • If Endeavor flies, make use of Black Ankh Projectiles to pressure him to come down.
    • Avoid fighting indoors versus Endeavor.
    • If you must fight indoors, then make use of Gamma and limit glide until you're sure Endeavor is out of betas.

    Endeavor (Inferno Fist)

    Difficulty Score: ➖ Need more Data ➖
    Endeavor has strong air to ground capabilities, however struggles in air-to-air battles.

    Tips vs Endeavor (Inferno Fist):

    • Tokoyami can shield Endeavor's Beta, but the shield must be facing the center of the circle.
    • Stay mobile until you know Endeavor has used both his Beta and Gamma afterwards, you can poke Endeavor freely with Black Ankh or Alpha
    • If Endeavor is low enough to the ground, you can make use of Black Ankh Air Melee's incredible tracking to hit him out of the sky.


    Hawks (Default)

    Difficulty Score: ➖ Need more Data ➖
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    Tips vs Hawks (Default):

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    Hawks (Slicing Wind)

    Difficulty Score (Low Level Level): 🟢Favorable🟢
    Difficulty Score (High Level): 🔴Unfavorable🔴
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    Tips vs Hawks (Slicing Wind):

    • Hawks is very weak without levels. Should you meet one early in the match, it's not a bad idea to fight him.
    • Be careful on wake-ups vs Hawks. A single mistake can lead to another combo for Hawks.
    • If Hawks has all of his cooldowns and he's running away, don't bother trying to chase him. You will have to use all of your special action to even get close to him.
    • Tokoyami's Gamma is decent at keeping Hawks in check when he tries to do physical attacks, but keep in mind Hawks' Gamma has an absurd hitbox and can often go through your own Gamma.


    Mt Lady

    Difficulty Score (Small Form): ➖ Need more Data ➖
    Difficulty Score (Giant Form): ➖ Need more Data ➖
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    Tips vs Mt Lady (Small Form):

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    Tips vs Mt Lady (Giant Form):

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    Tomura Shigaraki (Default)

    Difficulty Score: 🟢Favorable🟢
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    Tips vs Tomura Shigaraki (Default):

    • Make use of glide whenever Shigaraki uses Alpha or Beta.
    • Although you can dodge most of his grounded moves, be careful against Shigaraki's Gamma and Special Action. Shigaraki's Gamma hits higher than you think and will obliterate your HP and Special Action will instantly break your shield.


    Tomura Shigaraki (Catastrophe)

    Difficulty Score: 🔴Unfavorable🔴
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    Tips vs Tomura Shigaraki (Catastrophe):

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    Tomura Shigaraki (Thousand-Hand Break)

    Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
    Tech Shigaraki's raw damage output and tankiness will allow him to outlast Tokoyami. If Tokoyami does not keep pressure on Shigaraki, Shigaraki can take a mile. Shigaraki's Alpha and Beta easily breaks Tokoyami's Gamma. Shigaraki cannot easily attack Tokoyami in the air, unless Tokoyami's movements are predictable.

    Tips vs Tomura Shigaraki (Thousand-Hand Break):

    • Time your attacks well on Shigaraki's wake-up. Beta is the safest and easiest option on Shigaraki's wake-up, while BA Air Melee has the highest tracking but can sometimes not knockdown.
    • Try to make the most out of any stagger you get vs Shigaraki. When you use Gamma, you must mentally be ready to punish him. Consider the use of Shield Bash.
    • You can make use of glide to quickly make distance away from Shigiraki.
    • Avoid indoor skirmishes without Black Ankh, Gamma, or Beta.


    All For One (Default)

    Difficulty Score: ➖ Need more Data ➖
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    Tips vs All For One (Default):

    • Make use of Gamma in this match-up because you can keep shield out while performing evasive movements such as rolling.
    • Be wary around corners vs AFO as he can use Beta to hit you through walls. Mitigate this by approaching with Tokoyami's Gamma out.

    All For One

    Difficulty Score: 🔴Unfavorable🔴
    This match-up is momentum-based. Theoretically, both characters can lock each other down and vice versa. All For One's Special Action silence is devasting for Tokoyami, however Black Ankh Air Melee can be oppressive against All For One.

    Tips vs All for One :

    • Keep your movement unpredictable with glide to dodge All For One's Beta and Special Action.
    • Keep track of All For One's Special Action meter usage. If he runs out of Special Action, he is VERY vulnerable.
    • When All For One is in the air, you can use Black Ankh Air Melee's absurd tracking to keep pressure on All For One.
    • Poke at All For One when he's in the air with either Black Ankh Projectiles or Alphas.

    Dabi (Default)

    Difficulty Score: ➖ Need more Data ➖
    Placeholder Tips vs Dabi (Default):

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    Dabi (Crazy Torch)

    Difficulty Score: ➖ Need more Data ➖
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    Tips vs Dabi (Crazy Torch):

    • Keep relative distance from Dabi if his Gamma is running.

    Himiko Toga (Default)

    Difficulty Score: ➖ Need more Data ➖
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    Tips vs Himiko Toga (Default):

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    Himiko Toga (Sting Dance)

    Difficulty Score: ➖ Need more Data ➖
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    Tips vs Himiko Toga (Sting Dance):

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    Twice

    Difficulty Score: 🟢🟢Very Favorable🟢🟢
    Twice has a difficult time keeping Tokoyami off of him. Tokoyami can easily stay on Twice, cover his wake-ups, and dispatch of his clones.

    Tips vs. Twice:

    • Make use of Alpha's piercing properties to kill Twice's clones quickly.
    • Twice's Alpha is difficult to land, but don't underestimate the amount of damage it can do. Keep your movements unpredictable using glide.
    • Twice's clone can be more dangerous than Twice himself. Poke and kill clones at distance before going in.

    Mr. Compress

    Difficulty Score: ➖ Need more Data ➖
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    Tips vs. Mr. Compress:

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    Kurogiri

    Difficulty Score: ➖ Need more Data ➖
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    Tips vs. Kurogiri:

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    Lady Nagant

    Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
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    Tips vs Lady Nagant:

    • Don't rely on Gamma if Nagant has Beta.
    • Keep your movement unpredictable.
    • Black Ankh Projectiles are good at poke at her from afar, but you must keep mobile to avoid being an easy target.

    Overhaul

    Difficulty Score: ➖ Need more Data ➖
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    Tips vs Overhaul:

    • Make use of Gamma or rolling to avoid getting hit by Overhaul's Gamma from afar.
    • When Overhaul has Gamma, don't let Overhaul get too close as his Gamma can go through your shield.


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