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Fumikage Tokoyami Guide

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

Last Update: July 8th, 2026


"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 longer TTK (Time to Kill), has average HP, and crumbles without cooldowns.

His base kit covers his basic needs containing a slow, but large and piercing projectile Alpha, a low combo potential, but large and long-lasting lockdown AoE Beta, and a weak, but extremely versatile shield Gamma.
Tokoyami can leap high into the air. He can glide at will and heal while gliding. With Gamma, he can protect himself while performing various actions such as reviving, rescuing, and even recovering while downed.

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 his leap has a reduced cost.
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 and a regular form
  • Having strange, but versatile tools
  • Having an incredible amount of techniques to use
  • Locking down enemies via Knockdowns and Staggers
  • Having good vertical and air mobility
  • Constantly pressing buttons
  • Meter management
  • Changing your playstyle when you run out of resources
  • Underwhelming basic skills
  • High TTK due to high knockdown values



Best Map: Any (Except Chaos City)

Tokoyami's kit is versatile enough to work well on all maps. However Chaos City is worse for Tokoyami, this is due to the map's low map ceiling causing higher gravity upon hitting the skybox.





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.


"Sink your teeth in!"


"Savage!"

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.
  • When hitting enemies in the air, Alpha is large, but it is also quite slow. Try to predict an enemy's movement by aiming ahead of them.

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.


"No escape!"

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 range slightly at max range.
  • If an opponent is knocked down and there is terrain nearby, it can be a good idea to aim Beta at a wall and slightly above your opponent, to catch both ground options and air options depending on your opponent's tunings or their 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. 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 healing. If Tokoyami is downed, he can use Dark Shadow to provide protection for him. This can effectively stall an attempt to finish off Tokoyami, but keep in mind Gamma is brittle.

Additionally, Tokoyami can "lock" Dark Shadow to a specific direction, by pressing and holding the Gamma button again when Dark Shadow is out. Tokoyami can then move his crosshair in a different direction while Dark Shadow protects that direction.

The main weakness of this move is that it's brittle and reloads extremely slow when not broken.


"Be my shield!"


"Hold them back!"


"Show them your power!"

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.
  • There are times when using Gamma can draw more attention than not using it. The best times to use Gamma are when enemies know where you are and the worst can be when they don't.
  • 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
*** Denote skills that stop early when hitting a shield

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 🟡 🟡 🟡*
Katsuki Bakugo - Cluster 🟡 Projectile
🟡 AoE
🟡 Aimed
🟡 Thrown
🟡 Mines
🟡 Dash*
🟡 Explosion
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 - Fairy 🟡 🟡
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
🟡
Shota Aizawa - Flow Runner 🟡 Cloth
❌ Toss
❌ Swing
🟡 Ground Slam
🟡 Dash
❌ Silence
❌ Lock-on Dash
Present Mic 🟡 🟡 Tap
🟡 Hold
❌ Boombox Throw
🟡 Boombox Alpha
🟡 Boombox Beta
Present Mic - D.J. Board 🟡 Projectile
🟡 Bounce
✅ Boost
🟡 Echo Voice
🟡 Radio Clash
🟡 Shockwave*
🟡 Echo
❌ Boombox Throw
🟡 Alpha Projectile
🟡 Alpha Bounce
🟡 Gamma Echo
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
✅*
Mirko 🟡
Stars and Stripes 🟡 Projectile
🟡 Explosion
🟡 Sphere***
❌ Pull
✅ Dash
🟡 Laser
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 - Factor Fusion 🟡 🟡** ✅ Normal
✅ Alpha-infused
✅ Beta-infused
✅ Both-infused
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 🟡 🟡
Overhaul - Blighted Precipice 🟡 Unaimed
🟡 Aimed
🟡
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.

When fully depleted, Tokoyami's Special Action has a base 30 second cooldown penalty.

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 easy access to many areas for little cost. Tokoyami can heal while gliding, allowing you to heal yourself, or even heal your team from the safety of the skies.

Gliding has a time limit until Tokoyami hits the ground. This means Tokoyami can re-glide as many times as he desires as long as he doesn't hit the time limit.

Tips for Twin Wings of Black Arm:

  • When Special Action is silenced, you will not be able to use your glide. Plan accordingly.
  • Like with regular healing, you can have your heal interrupted while gliding. Advise caution when healing near beamer characters or characters with mobility that can match yours.
  • Combine Leap with a jump to increase height gain slightly.
  • See Movement Tech for more techniques.

Black Ankh

Dark Shadow covers Tokoyami, greatly increasing his movement speed, melee attack power, and melee tracking.

Tokoyami's increased mobility extends to his leap height and his glide speed, but not glide distance. During Black Ankh, Tokoyami's leap costs 35% of his Special Action meter instead of 50%. However, Leap has a brief action lock-out period during Black Ankh where he spends ~5% of his meter while in recovery. Effectively the cost of Leap is 40%.

All melee attacks will gain an increase in down power, meaning Tokoyami sacrifices many combos for the ability to heavily pressure opponents by constantly knocking them down. Tokoyami's Air Melee and Ground Melee fire out large projectiles, but these will not activate melee special tunings and will not pierce enemies.


"Cloak yourself around me."

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.
  • Vice versa, Black Ankh will cancel any move that Dark Shadow is currently doing
  • Due to it's improved mobility, it's a good idea to use Black Ankh first before doing any movement options to gain more distance or height.
  • It's recommended to untransform early to prevent a penalty or play passively when a penalty does occur.

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.


"Barrage!"


Cleared to land, runway 11

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's normal form combos and is an amazing melee for stabilizing team combos.


"Float!"

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 performs a whirlwind that also throws out a decent damage, but extremely large projectile.

The 2nd melee attack is exactly the same as the formal 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 for a knockdown if the initial 2 melees did not land.


Ground Melee's projectile is extremely large, so large that it can hit opponents over ledges or around corners. It also has a very low down power. When used at distance, it a good choice for tagging on extra damage during a teammate's combo. The projectile does not pierce enemies, it merely stops at the first one struck.


Throwing out house-sized projectiles.

Black Ankh Air Melee

A decent damage aerial claw slash that has a projectile. This air melee has incredible tracking and can hard knock down, but has a "sour spot". The physical melee attack portion does NOT stagger. Air melee only knocks down when BOTH the melee and projectile hit.

Hitting the sour spot is the worst of both worlds. An enemy will take minimal damage and have high down power applied to them effectively letting them get away or get knockdown invulnerability for little damage taken.

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.


Compared to the Black Ankh Ground Melee projectile, it does more damage, goes farther, and lets you stay mobile, but has a higher down power and a smaller hit box.



Leveling Paths

Tokoyami is not very level dependent early in the match, 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

Maxing Alpha early allows for much better poking and combo damage. This path is good on maps with a lot of open space or verticality.

Lockdown Path

Maxing Beta early allows for much better lockdown and interruption. This path is good on maps with tight corridors, in chaotic lobbies, or lobbies with characters that must be controlled.

Balanced Path

Alpha levels 1-4 provides more damage per level than Alpha 5-9. Beta at 4 increases the size of the AoE. It makes catching wake-up situations and locking down multiple enemies much easier.

Maxing Beta or Alpha first can be interchangable depending on what you want. Alpha max will improve poking and combos. Beta max allows for much more leniency with Beta placement.

Movement Tech

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. Every jump pad has a different launch height which will result in different minimum and maximum glide heights. This means some jump pads will send you up higher than others, and also have a higher minimum height for gliding.

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


Superjump Cloak

During a wallrun jump, you can transform into Black Ankh while you're gaining height. This allows you to keep very mobile and get into Black Ankh quickly. Afterwards, you can do any movement option such as gliding. When gliding after a superjump, you will lose a slight amount of height due to the wallrun jump penalty. Too alleviate this, melee right after the transformation in order to override the penalty.

To learn about wallrun jump, see the wallrun guide.


Drink Fast Fall

If Tokoyami is drinking and cancels it mid-air with any move, he falls much faster than usual. This can be useful for quickly regrouping with your team, going down into ground cover faster, or juking enemies by going up, then down quickly. This tech can be done at full HP or GP, but requires a team heal.

The order of inputs for jumping:

  • Glide > Drink > Cancel into any move


The order of inputs for walking off a ledge:

  • Drink > (Fall of Ledge) > Cancel into any move


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


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.

Keep in mind that Tokoyami is much easier to shoot in the sky. Combine this with Stealth Healing to have the best results.


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.



General Strategies

Tap Glide

In the air, Tokoyami can re-glide as many times as he desires as long as he hasn't reached the flight duration limit. You can combine this in conjunction with Alpha or Beta to deal damage while keeping your movement unpredictable.


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.

Meter Zones

In normal form, leap during consumes 50% meter. When using leap, 51% of meter is require to not go into cooldown penalty.

In Black Ankh, leap consumes 35% meter, but also has an action lockout period that wastes about 4-5% of meter before you can deactivate it. This means 41% meter is the maximum limit for not going into cooldown penalty when leaping during Black Ankh.

When fighting, make sure you have enough Black Ankh gauge to untransform safely. Stun timers vary depending on the move used and your height. 20% is considered the safe zone threshold to untransform. 10% is considered the danger zone. 5% is irrecoverable.

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.


Dark Shadow Multi-tasking

Using Gamma on a chest or civilian is considered an independent action from Alpha or Beta. This means Gamma won't interrupt whatever action Dark Shadow is performing ONLY while opening a chest or rescuing a civilian. So as long as you don't use another Alpha, Beta, or Special Action, Dark Shadow can protect and break buildings for you while you open a chest or rescue a civilians!


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.

Team Play

Due to Tokoyami's versatile kit, he is naturally good at team play. Generally in fights, his role is to be 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.

Gamma for revives and heals

Like many other shield characters, Tokoyami can use his shield defensively to protect himself and teammates. This can be done reactively or predictively.

Unlike most shields, Tokoyami can also perform actions while shield is out. This must be done pre-emptively as using Gamma will override what he is doing. Tokoyami's shield will often break in 1-2 interactions and has a high cooldown. Therefore, Tokoyami's shield must be used with more intention than other shields.

You must consider several things before you use Gamma. The risk of the action you are doing, the risk of that action being interrupted, and the reward for the action being completed.

Knowing this can be difficult since every situation is nuanced and shield must be done pre-emptively for many actions. Sometimes using shield will draw attention to you from enemies that were otherwise oblivious. Sometimes you needed to use shield to block an attack that interrupted something important.

For example, using a revive card to revive your team is a high urgency action. The risk of using revive card is already high since your location is shown, and the reward for it is tremendous. Therefore, shield should be used here as it would not change the inherent risk of using a revive card.

Another example, using a team full to keep pressure in a fight is a high urgency action. There is a lot of fighting near you, but no one knows where you are. The reward for healing is high. Using shield can block a potential attack, but the risk of getting found is higher with a shield up. Therefore using a shield can be double-edged and is up to your discretion.

Knowing when to use shield is something you learn as you play more often. Mistakes often happen and you learn from them.

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 teammate's skill spikes are stronger than yours.
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 has high damage potential and longer lockdown, but has issues when fighting near ledges or hitting enemies at heights where Ground Melee will ambiguously hit.
  • 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.

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.



Beta (5) -> Air Melee

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



Melee 1 -> Air Melee -> Air Melee -> Alpha

Basic HP and acceleration only combo that uses many of Tokoyami's foundational combo theory.



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.


Non-acceleration


This combo can be done on HP with acceleration and on GP without acceleration.



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.


"Whoops! I messed up my air loop."



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

Highest Damage Combo for Tokoyami in base form. This combo requires getting one tick of Beta damage, then transitioning into Air Melee Loops. In practicality, this combo is very expensive and is mostly for flexing your mastery.

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.


Non-acceleration


Acceleration

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.



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.


More projectiles can be added, but it will provide a larger amount of time for an enemy to react.

Tips:

  • BA Ground Melee Projectile is very large, so you can look slightly away from an enemy to ensure you can hit the projectile and intentionally miss the melee tracking.



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

Difficult, HP Acceleration only combo.

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

Tips for this combo:

  • When practicing, split the combo into 2 parts.
  • Practice the Untransform timing after BA Ground melee to get a feel of how early you can untransform.
  • Then practice the Untransform > Air Melee follow-up without BA Ground Melee.
  • Afterwards, combine the two.



BA Ground Melee (2nd Hit of Melee only) -> (Untransform) -> Air Melee -> Air Melee -> Air Melee -> Alpha

Spacing dependent variant of the above combo. It requires the first hit of BA Melee 1 to whiff to reduce down power and allows for an extra hit of air melee for more damage.

Tips for this combo:

  • This combo is much easier to do while already in acceleration due to Melee 1 performing faster
  • If you don't have acceleration already active, you need to look at an off angle to prevent Black Ankh Melee from tracking in order to get the first hit of Melee 1 to whiff.



Combo Theory

Air Melee Loops

Normal Form Air melees are the highest damage, lowest down power move to fit into Tokoyami's combos, so it's the best way to extend combos.

Alpha vs Air Melee Ender

Alpha is the highest damage ender for Tokoyami, but is tied to specific conditions. Alpha Ender can only be used on GP, with Acceleration on HP, or off an air melee combo that is on a downward slope. Without acceleration, on hp, Tokoyami recovers too slow to be able to use Alpha which will cause it to whiff entirely.

Air Melee is the most consistent ender for Tokoyami due to not having any conditions tied to it. This ender is best used when you don't have resources such as Acceleration or Alpha, or if you want to practice Air Melee loops.





This video showcases Tokoyami's general gameplan without many of the techs and strategies. A solid gameplan and team play can pull you through most situations. The video has English closed captions to show thought process.

Normal Tunes

Strike Slots: Melee DMG = Alpha DMG > HP DMG > GP 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

Tuning categorizations

Highly Versatile
These tunings can be used a plethora of situations and can potentially change how Tokoyami plays.

Personal-Preference
These tunings have good uses when needed and are ultimately up to a player's own individual playstyle.

Niche
These tunings have rare use cases and are often used in specific playstyles or gimmicks.

General Playstyle

These special tunings are geared towards general play with a focus on self reliance.

Acceleration
Highly Versatile
Acceleration is one of the best tunings for Tokoyami, arguably the best one. It has a very easy proc condition for Tokoyami being a mere melee of any kind. It makes Tokoyami's speed unmatched when combined with Black Ankh and it allows Tokoyami high damage potential for his combos.
Bunny Hop
Highly Versatile
Bunny Hop covers a wide range of options for Tokoyami when he needs them and provides high vertical mobility for the effort. When Tokoyami gets knocked down, the tech distance from Bunny Hop allows Tokoyami to easily retreat, or chase. If Tokoyami is knocked down with Acceleration, Black Ankh, or both, the tech speed and distance is incredible, an enemy cannot run from Tokoyami or chase him.
Space Hop
Highly Versatile
Space Hop provides much needed free vertical mobility for Tokoyami. Although it is slower than leap, it covers essentially the entire height of a normal leap at no cost. It can be used for general movement, or in a pinch as an option to get away after being knocked down.
Critical Permeation
Highly Versatile
Critical Permeation allows for Tokoyami to freely stall for his cooldowns. When guard broken out of the air, Tokoyami can freely drink and glide without worrying about losing his invulnerability.
Willpower
Personal-Preference
Willpower is a strong safety net for Tokoyami. It can stall time for your cooldowns to come back up, especially for Black Ankh. However, Willpower cannot save you from really bad situations, such as Black Ankh being on cooldown. You must manage your resources well and Willpower always be should your last resort.
High-Speed GP Replenishment
Personal-Preference
High Speed GP Replenishment reduces downtime for Tokoyami and lets get quickly back in a fight after leaping away, putting up Gamma, or simply find a good time to heal.
High-Speed HP Replenishment
Personal-Preference
Much like GP Replenishment, High Speed HP Replenishment reduces Tokoyami's downtime, however HP Replenishment can extend to inside storm. Because Tokoyami can stay mobile in while drinking, he can stay in storm for extended periods of time as long as he has enough drinks and HP.
Special Action Reload Boost
Personal-Preference
Special Action Boost greatly reduces the downtime for Tokoyami's Black Ankh, but can be clunky to manage because it requires Tokoyami to not have Black Ankh running.
Wall Runner
Personal-Preference
Wallrunner allows for Tokoyami to save Special Action meter by allowing him to freely move vertically on a building, he can begin to recharge Special Action meter while wall-running, and it allows him to use various wallrunner techs to keep his movement tricky.
Embrittlement
Personal-Preference
Embrittlement has a very easy proc condition for Tokoyami and applies a great damage boost for Tokoyami to squeeze out more damage from his combos.
Spiraling Leap
Personal-Preference
Where Space Hop is good for long distance, Spiraling Leap's vertical mobility lets Tokoyami have short bursts of movement when combined with glide. It also keeps you lower to the ground which can make you harder to notice.
Hyper Regeneration
Personal-Preference
Hyper Regeneration is a great tuning when combined with other revenge tunings as it greatly extends the total duration of them. Revenge Assault or Support combined with Hyper Regeneration allows for Tokoyami to be extremely tanky for a long period of time.
Area Reduction
Personal-Preference
Area Reduction extends Tokoyami's time in storm. When paired with Tokoyami healing while gliding, he go in and out of storm to recuperate as needed.
Sisterly Disposition
Personal-Preference
Sisterly Disposition has an easy proc condition for Tokoyami and provides great defensive benefits for him as well. There are times where Tokoyami may not be able to leave and Sisterly can deliver much needed survivability in those situations.
Quirk Factor Release
Personal-Preference
Quirk Factor Release will reload all of Tokoyami's skills very quickly with the exception of Gamma. This means you will have less downtime for your entire kit.
Slicing Wind
Niche
Slicing Wind can have uses for Tokoyami as he doesn't need levels urgently early in the game. This means he can trickle in levels as the game progresses to get many uses out of his plus ultra. However, this tuning loses it's use when Tokoyami has full levels and it can be dangerous to carry a lot of level cards.
Speedy Self-Revive
Niche
Speedy Self-Revive is a very gimmicky tuning that relies on enemy negligence and Gamma protecting you.
Quick Reload
Niche
Quick Reload allows Tokoyami to poke entire fights repeatedly, but is under the condition of Alpha being hit that downs. Due to the high down power of Tokoyami's Alpha, there will be a decent period where enemies are invulnerable and you cannot hit them with Alpha.

Support Playstyle

These special tunings are geared towards players that enjoy supportive playstyles revolving around using team heals and keeping enemies off teammates.

Twisted Fortune
Highly Versatile
WE LOVE GAMBLING!
Tokoyami has more opportunities to heal than other characters due to glide and can protect himself while healing with Gamma. Twisted Fortune allows Tokoyami to act as a team heal bot while he stays out of sight or safe from the fighting.
Embrittlement
Highly Versatile
Embrittle is a great tuning to enhance a teammate's combos. It's very easy to proc for Tokoyami. It works best with teammates with grabs or low down power combos.
Perception
Personal-Preference
Perception allows Tokoyami and his teammates to relentlessly chase a single enemy or multiple if Tokoyami tags more than one. If Tokoyami cannot chase, his teammate can chase instead. If no one can chase, then Tokoyami and his team can know where they are to fight later.
When in comparison with Annihilation, Annihilation is less consistent with higher potential reward. While Perception is more consistent with moderate reward.
Annihilation
Niche (Solo) / Personal-Preference (Pre-made team)
Annihilation's value depends on your team's level of communication. From a solo queue perspective, Annihilation provides very little if teammates do not make full use of the wall-hack to hunt down enemies.
However, this changes when in a pre-made team. Annihilation is great when you can communicate with your team on the whereabouts of enemies, so that you can keep the pressure on. When playing with teammates that have high damage, it can be difficult to proc annihilation.
When in comparison with Perception, Perception is more consistent with moderate reward. While Annihilation is less consistent with higher potential reward.
Speedy Civilian Rescue
Niche
Speedy Civilian Rescue can put you in a good position for early-mid game fights with team heals or allow your team to recover from a bad fight. Tokoyami can safely rescue civilians by using Gamma while rescuing them. 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).
Divine Protection
Niche
Much like Speedy Civilian Rescue, Divine Protection can put your team in a good position by making a box open near instant. Tokoyami can guarantee a box open when combined with his Gamma to prevent any interruptions.
Reinforced Revive
Niche
Tokoyami's gamma can be used to protect himself and a teammate while reviving them. Reinforced revive makes reviving a high-risk, high-reward action, but Tokoyami's shield can mitigate much of the risk through stalling.

Costumes

Hero Costume (Heat)

Budget Costume gained via rolls. On the purple slot, you can use Special Action Boost or Hyper Regneration. On the red hero slot, you can use Willpower.

Hero Costume (Fancy)

Budget Costume gained via customizations tab for gold coins. On the red slot, you can use willpower. On the yellow hero slot, you can use Sisterly Disposition/Revenge Assault.


Casual Style (Combat)

PUR Costume that allows for a lot of movement or utility tuning to allow Tokoyami to play fast. On the blue slots, you are able to use Acceleration, Wall Runner, Bunny Hop, and/or Perception. If using Acceleration, it's recommended to use it on the hero slot to reach lvl. 11 for minimal downtime when on cooldown.

Casual Style (Fancy)

PUR Costume for Tokoyami with good utility and/or defense. Yellow slots are flexible and have good utility. Yellow slot candidates include, Revenge Assault, Space Hop, Embrittlement, Sisterly Disposition, or Quirk Factor Release. When using Quirk Factor Release, it's recommended to put it in the lvl 11 villain slot to minimize it's downtime.

Casual Style (Dangerous)

PUR Costume with either support utility or extended survivability. Green slots are flexible for Twisted Fortune, Revenge Support, or Divine Protection. The purple villain slots are flexible for Hyper Regeneration and Special Action Boost. With Hyper Regeneration, it's recommended to go Revenge Support to extend it's duration.

Casual Style (Heat)

PUR Costume with good flexible utility and/or defense. Purple slots can be used for Critical Permeation, High Speed GP Replenishment, Spiraling Leap, Hyper Regeneration, or Special Action Reload. Yellow Hero slot candidates include, Revenge Assault, Space Hop, or Sisterly Disposition.

Casual Style

PUR Costume for Tokoyamis that like strong self and team utility. On the blue slots, you can use Wall Runner, Bunny Hop, or Acceleration. On the red villain slot, you are able to use Quick Reload or Annihilation.

Armor of the Abyss (Dangerous)

PUR costume that focuses on general survivability. In the red slot, you can run Willpower or High-Speed HP Replenishment. In the purple slot, you can run Special Action Reload or Hyper Regeneration.

Armor of the Abyss (Combat)

PUR costume for Support or Tanky playstyles. Green Special Tuning is very flexible being able to use Revenge Support, Twisted Fortune, or Divine Protection. Yellow Special Tuning can run Revenge Assault, Speedy Civilian Rescue, or Space Hop.

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.

Builds



Depending on the match-up, Tokoyami should focus on different playstyles. Poking is generally staying at medium range and whittling down an enemy's health or knocking them down so that Tokoyami has a chance to close the distance. Lockdown is generally staying at close range and repeatedly knocking down an enemy for as long as possible.

Although both playstyles should be incorporated in some form, some match-ups prefer one over the other or a balance of both.

Izuku Midoriya (Default)

Difficulty Score: 🔴Unfavorable🔴
Deku has various tools to deal with Tokoyami's tools and vice versa. This match-up depends on Tokoyami's 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 crouch shot can keep you under control as it performs a hard knockdown which will halt Tokoyami's momentum. Deku's beta is incredible for getting out of Tokoyami's Beta as it has armor for the duration of the kick.

Tips vs Izuku Midoriya (Default):

  • Use cover to your advantage. It can stall for your cooldowns and force Deku to come to you to do damage.
  • Use Gamma in small bursts or to stall for cooldowns. It will be your main way of providing cover for yourself while approaching or running.
  • 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. Be wary of being complacent in your safety.
  • 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: 🔴Unfavorable🔴
Full Bullet's mobility makes it awkward for Tokoyami to chase. However, Tokoyami can make use of his Alpha and BA Projectiles to counteract this. In a straight on fight, Tokoyami loses. Tokoyami must make use of his movement and lockdown to prevent Deku from beaming him.

Tips vs Izuku Midoriya (Full Bullet):

  • Keep your movement unpredictable to make it harder for Full Bullet to hit you.
  • Make use of glide to get out of range of Full Bullet's Beta.
  • If you're in the air, make use of re-gliding to make yourself harder to hit while keeping air time.
  • Full Bullet is very strong indoors. If you must fight them inside, make use of Beta to maximize lockdown.

Izuku Midoriya OFA

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
OFA Deku outpaces, outdamages, and out-shoots Tokoyami. Tokoyami must make good use of all of his tools in order to counter Deku.

Tips vs Izuku Midoriya OFA:

  • Consider using Beta on yourself to disrupt OFA Deku's attempts to approach you.
  • When OFA Deku is performing melee, it can be a good idea to perform a shield bash to disrupt him.
  • Keep in mind OFA Deku's ground melee has armor, so approach with caution when trying to scare Deku off a teammate as you may be hit yourself.
  • Try to stay on the ground when fighting OFA Deku on the offensive, as overdrive will nearly guarantee a hit on you in the air even with Black Ankh glide.

Katsuki Bakugo (Default)

Difficulty Score: 🟡Even🟡
Bakugo and Tokoyami have similar movement. Tokoyami can easily lockdown Bakugo with his Beta and Black Ankh Melees. However, Bakugo can turn a fight quickly from just one mistake.

Tips vs Katsuki Bakugo (Default):

  • While not entirely difficult to lockdown Bakugo, be careful leaving gaps where Bakugo can Gamma as it can turn a fight quickly. Consider the use of Beta or Gamma.
  • Staying in the air makes it difficult for Bakugo to shoot you and use Beta.
  • If a wall is nearby and you know Bakugo has Special Action, use Beta slightly above Bakguo after knocking him down. This can catch Bakugo jumping and flying away, or it can catch him rolling away.

Katsugi Bakugo (Machine Gun)

Difficulty Score: 🔴Unfavorable🔴
Machine Gun can make himself very difficult for Tokoyami to reach him. Tokoyami must make use of his projectiles to pressure Bakugo to land.

Tips vs Katsugi Bakugo (Machine Gun):

  • Your main way of dealing with Bakugo is to pressure him with Black Ankh Projectiles and Alphas until it forces him to land.
  • When Bakugo approaches you, he will most likely use Gamma. Consider using Tokoyami's Beta to catch him falling down..
  • Once you have Bakugo knocked down, try to keep him locked down as much as possible with Black Ankh Air Melees. Don't get frustrated if he gets away, it will happen eventually.

Katsugi Bakugo (Cluster)

Difficulty Score: ➖ Need more Data ➖
Placeholder

Tips vs Katsugi Bakugo (Cluster):

  • Gathering Data...

Ochaco Uraraka (Default)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Catching Ochaco is notoriously difficult for most characters. This is no exception for Tokoyami. Ochaco has the initiative in most engagements vs Tokoyami as she can leave and engage as she pleases. Tokoyami will need to try to knock down Ochaco when she approaches. When on the offensive, Tokoyami must make the most out of his knockdowns and poke at Ochaco whenever he can.

Tips vs Ochaco Uraraka (Default):

  • Generally when Ochaco techs, she is looking to use Alpha. Use this timing to land a Black Ankh Air Melee or Beta to disrupt her.
  • As Ochaco is running away, try to pepper her with Black Ankh Projectiles and Alpha.
  • Don't chase Ochaco very long if she gets away, it is incredibly meter hungry. Preserve Black Ankh Meter for when you can realisitically hit her.

Ochaco Uraraka (Zero Satellites)

Difficulty Score: 🟢Favorable🟢
Ochako has very telegraphed attacks with large recovery. Tokoyami can punish these mistakes to lead into repeated knockdowns. However, a single mistake will allow Ochaco to take a mile back.

Tips vs Ochaco Uraraka (Zero Satellites):

  • Play cautious if you know Ochako has Gamma ready. Gamma's float is extremely long and will most likely allow her to trade damage in her favor.
  • If Ochaco's Beta is on cooldown, it is difficult for her to run.
  • Make use of Black Ankh Ground Projectiles to poke at her when she flies away with Beta.
  • If Ochaco is on her floating island, you can use Alpha to hit her on top of her island. Aim at the top edge of the island to allow Dark Shadow to surf on the terrain.

Tenya Iida

Difficulty Score: 🔴Unfavorable🔴
Iida easily outmaneuver Tokoyami and outdamage him. Tokoyami must be careful at close-medium range and poke at long-range. Tokoyami's Gamma is great at hindering Iida's approach. However, Iida can easily walk past it. Punish him accordingly for overextending too much.

Tips vs Tenya Iida:

  • Use Tokoyami's Gamma and expect to punish Iida a lot in this match-up
  • Delay your wake-ups when fighting Iida to bait his Alpha.
  • You can use Beta on top of yourself and roll to cover attacks that Iida will do. Beta will prevent an Alpha and rolling will dodge Iida's Beta. Keep in mind Iida will likely Alpha immediately after being struck.
  • Keep track of Iida's Gamma gauge as it is very costly to chase him otherwise. If you think he will burn out soon, then attempt to chase him.

Shoto Todoroki (Default)

Difficulty Score: 🔴Unfavorable🔴
Todoroki's close range damage output and damage at range make it very difficult for Tokoyami to poke or stay on top of Todoroki. Outside, it can be easy to bait Todoroki into committing resources to keep Tokoyami out. However when indoors, Todoroki can hit Tokoyami easily and put Tokoyami in a bad situation.

Tips vs Shoto Todoroki (Default):

  • When Todoroki is indoors, only go in if Todoroki is low. Although Tokoyami's beta is very good in close quarters, Todoroki wins in the long term and can put you in a bad position by blocking off escape routes.
  • Keep distance when you knockdown Todoroki and react to if he using Gamma to escape. A well placed Tokoyami Beta is great at catching Todoroki's Gamma.
  • Be careful when using Black Ankh Air Melees to stop Todoroki from using Gamma. Most of the times it will end up with you frozen.

Shoto Todoroki (Ice Fang Wind Flame)

Difficulty Score: 🟢Favorable🟢
Although Tokoyami's Gamma is easily broken, it shuts down nearly everything that Todoroki can throw out. Todoroki can control space with Beta explosions, but if Tokoyami stays relatively low to the ground, he can easily avoid the explosions with rolls.

Tips vs Shoto Todoroki (Ice Fang Wind Flame):

  • Don't use Beta when you see Todoroki use Gamma.
  • When you close the distance against Todoroki, it's very difficult for him to shake you off. Take your time when fighting him and don't get impatient.
  • You can use shield gliding to delete Todoroki's Gamma and approach.

Tsuyu Asui

Difficulty Score: 🟡Even🟡
Tsuyu easily outmaneuver's Tokoyami and does good damage as well. However, Tokoyami can prevent her from getting in with Gamma and poke at her while she's maneuvering in. Tokoyami must play around Tsuyu's approach and try to keep her locked down.

Tips vs Tsuyu Asui:

  • If near a wall and Tsuyu is recovering from a knockdown, place Beta slightly above Tsuyu after she techs in order to catch her using Alpha or rolling.
  • Gamma is very good at hindering Tsuyu's approach and may make her consider a different option to approach.
  • When fighting Tsuyu in the air and in Black Ankh, use glide to extend your air time in order to hit Tsuyu.
  • Accept that Tsuyu will eventually escape.

Eijiro Kirishima (Default)

Difficulty Score: 🟢Favorable🟢
Kirishima's moves are very telegraphed meaning they are easy to dodge. However, don't underestimate the damage that they can do. Tokoyami can easily keep Kirishima locked down even in unbreakable during Black Ankh. When Black Ankh is down, Tokoyami must instead poke as Kirishima can charge at him.

Tips vs Eijiro Kirishima (Default):

  • Black Ankh Air Melee will do a lot of work in this match-up. Don't get frustrated if it sourspots, it will happen eventually.
  • If Black Ankh is down or recharging, keep distance from Kirishima. All of Kirishima's moves have armor on them, and a single mistake can cost a lot of life.
  • Beta can be helpful at distance in order to knock down a Kirishima that is in unbreakable. This can allow for time to transform.
  • Gamma is very good vs Kirishima at mid-range due to it being able to block virutally anything that Kirishima throws out.
  • Don't use Gamma to block Kirishima's Gamma as it will be obliterated and you will lack and option at close range to hinder Kirishima's approach.

Eijiro Kirishima (Red Drive)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Red Drive's raw damage output obliterates Tokoyami. Along with unbreakable, Red Drive forces Tokoyami to commit to using resources to halt Red Drive at all. Red Drive's mobility is must cheaper than Tokoyami, so more often than not Red Drive can get away from Tokoyami for little to no consequence.

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. Unlike Default Kirishima, Red Drive's attacks are extremely quick and hit hard.
  • Stay on the ground to dodge Kirishima's Beta, but keep in mind he can cancel the ground slam into Alpha to catch your roll.
  • Make use of Alpha's wall climb properties to catch him off guard from low-ground.

Denki Kaminari (Default)

Difficulty Score: 🟡Even🟡
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, Denki has absurd damage if he is able to apply electricity on to Tokoyami.

Tips vs Denki Kaminari (Default):

  • Be wary of when Denki has special action activated on himself. You can use Gamma to proc on Denki's Special Action or trade with BA Air Melee. Be wary of using BA Air Melee though, you can sour spot it and Denki gets 3-4 free shots.
  • Catch Denki's wake-up with Beta or Black Ankh Air Melee to prevent him from escaping.
  • Tokoyami's Beta is a safe option to use against Denki as it can catch him trying to Gamma immediately on wake-up.
  • Gamma is the most passive option as it allows for strong protection for Tokoyami, but can allow Denki to escape.

Denki Kaminari (Lightning)

Difficulty Score: 🟢Favorable🟢
At distance, Denki beats Tokoyami. At mid-close range, Tokoyami beats Denki. Tokoyami must patiently approach Denku, ideally without using many resources to close the distance.

Tips vs Denki Kaminari (Lightning):

  • You can make use of shield gliding to close the distance.
  • If waiting for Black Ankh to recharge, keep at mid-range and counter poke. Although Denki's strength is at long range, his close-range Alphas do a good amount of damage. At mid-range, Denki struggles to do damage as the spread of Alpha will barely do damage and it's too dangerous to charge Alpha when Tokoyami can easily close the distance.
  • Use Alpha to destroy Denki's Beta. But if Denki is close to his mines, then use Beta instead.
  • For Denkis with Space Hop, wait until he is at the apex of his jump and use Beta to catch him.

Momo Yaoyorozu

Difficulty Score: 🟡Even🟡
Momo is a great close-range combatant and has great deterrant skills. A Tokoyami that is overly aggressive can find himself in over his head trying to kill Momo.

Tips vs Momo Yaoyorozu:

  • Gamma can be a great option versus Momo's wake-up as she can't use Alpha to make space for herself.
  • 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 deployed 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: Skill Match-up
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 (Base Skills): 🔴🔴Very Unfavorable🔴🔴
Difficulty Score (Special Action): 🟣Unknown🟣
Monoma's base skills can easily ignore Tokoyami's entire kit. Monoma's Gamma's i-frames last longer than Tokoyami's entire Beta, so it is very difficult to lock down Monoma. Should Tokoyami make a mistake, Monoma's beta combos will easily break Tokoyami's GP and allow Monoma to leave.

How well Monoma plays versus Tokoyami during Special Action depends entirely on what quirks Monoma has stolen. If Monoma has stolen Tokoyami's quirks, Monoma will be left with an extremely underwhelming copied quirkset.

Tips vs Neito Monoma:

  • If Monoma's Gamma is down, he is incredibly vulnerable. Keep track of it's cooldown.
  • 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 while he flees.
  • Be careful at close range. Monoma's Beta > Beta combo does a great amount of damage.

Itsuka Kendo (Default)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Kendo is a stronger close-range combatant than Tokoyami. Even if Tokoyami plays a poke war, Kendo's shield will hold no matter how many projectiles are thrown at her. Despite these issues, Tokoyami has the great benefit of mobility; allowing him to retreat to fight again later. However, as the match goes on, Tokoyami may find himself needing to interact with Kendo.

Tips vs Itsuka Kendo (Default):

  • Delay your wake-ups vs Kendo and punish. Kendo's Gamma on wake-up covers a lot of options and is extremely active.
  • Use Beta pre-emptively on Kendo's wake-up to prevent her from using Beta or Gamma.
  • Weave in and out of her range with your speed in Black Ankh, so that she exposes herself via Alpha recovery or a Gamma whiff.
  • Worst case scenario, leap away.

Itsuka Kendo (Twin Palm Strike)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Kendo is incredibly good at close range and countering close-range characters. Tokoyami has a very awkward time dealing with Kendo due to her Beta. When Kendo is on the offensive, Kendo can lockdown Tokoyami at an distance.

Tips vs Itsuka Kendo (Twin Palm Strike):

  • When Kendo is holding Beta, stay at range and poke. Be prepared to roll to avoid her Beta on reaction.
  • Kendo is incredibly vulnerable after she has used Beta. Try to fight her when it's on cooldown.
  • Be careful when using Leap because Kendo can easily stagger you out of it causing you to waste meter.
  • If Kendo is spinning towards you, you can use shield bash to stagger her. However, be quick on the punish as she can do a panic Beta.

Ibara Shiozaki

Difficulty Score: 🟢Favorable🟢
Ibara outdamages Tokoyami at distance and is deadly at close-range. Caution is required when fighting Ibara at those ranges. 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.

Despite all of this, should Tokoyami play patiently and punish, Ibara should have no large openings. Ibara must commit to options in order to prevent Tokoyami from approaching.

Tips vs. Ibara Shiozaki:

  • Poke Ibara at mid-range and when she commits to a move, ie. Beta or Alpha, then go in and 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: 🟡Even🟡
Skill match-up. If Mirio is reckless, Tokoyami can punish him. If Tokoyami is reckless, Mirio can punish him. Tokoyami can lockdown an overly aggressive Mirio, but a Mirio with good reads can bait Tokoyami into overcommitting or undercommitting, allowing free damage or an opportunity to escape. Mirio has an edge due to permeation allowing cooldown stalling and baiting out abilities.

Tips vs Mirio Togata (Default):

  • If you know Mirio is very aggressive, you can use Beta or Gamma to stop Mirio in his tracks.
  • Mirio is very vulnerable after he uses his Beta. However, you must be quick to puinish. Be careful of the mind game where he uses Special Action to bait and punish your punish.

Mirio Togata (Sheer Counter)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Mirio has the initative in every interaction and Tokoyami must respond accordingly to Mirio. Mirio can play mind games with his counter which will lead to devasting damage against Tokoyami. Tokoyami must be patient and minimize free that Mirio can deal during Alpha.

Tips vs Mirio Togata (Sheer Counter):

  • Put large delays in your attacks to bait out Mirio's counter.
  • You can bait out Mirio's counter by going in very close to Mirio.
  • When chasing Mirio, keep any entrances or walls in mind. Mirio can and will leave through walls.
  • Keep track of Mirio's Alpha usage. You can tag a projectile on him when he runs out, but keep his counter in mind.
  • If Mirio's Beta missed you, you can punish him after he slams. You must punish immediately. If you're too slow, he can counter.
  • Alpha, Beta, Black Ankh Melees and their projectiles can be parried by Mirio.

Tamaki Amajiki

Difficulty Score: 🔴Unfavorable🔴
Tamaki punishes mistakes tremendously. Should Tokoyami have Beta, he must use this to prevent Tamaki from using Special Action. Tokoyami must keep in mind that if he is in Black Ankh, he must keep his movement unpredictable in order to avoid getting pulled by Tamaki. If Tamaki uses Beta to escape in the air, Tokoyami can easily fire Black Ankh Projectiles to pepper Tamaki.

Tips vs Tamaki Amajiki:

  • Tamaki's Special Action is very fast, so it's difficult to catch his wake-up with Tokoyami's Black Ankh. Consider using Beta to catch it instead whenever possible.
  • Tamaki is very vulnerable in the air while he does Gamma. Pepper him with Black Ankh projectiles or knock him down with Alpha/Beta.
  • Tamaki's Aimed Alpha has a decent amount of recovery on whiff. Make use of this period to close the gap.

Nejire Hado

Difficulty Score: 🟡Even🟡
Nejire has good mobility that is air based and has great damage via Alpha and Beta. Tokoyami pokes at air characters very well, but has low damage compared to Nejire and will have a hard time chasing her. In the end, this match-ups becomes a game of cat and mouse while shooting at each other.

Tips vs Nejire Hado:

  • Use glide, cover, and Gamma to avoid or block Nejire's Alphas and Gamma.
  • BA Air Melees are great to keep mobile while doing damage to Nejire.

Nejire Hado (Fairy)

Difficulty Score: 🟡Even🟡
It is very difficult for Nejire to miss Tokoyami with her Alphas and she can heal herself via Beta and Gamma. However, Tokoyami can catch up via his speed and put pressure on Nejire. Much like his match-up with Tech Nejire, this match-ups becomes a game of cat and mouse, but this is much scrappier.

Tips vs Nejire Hado (Fairy):

  • Compared to Tech Nejire, it's more difficult for Fairy to gain height quickly.
  • Nejire's Beta and Gamma are very committal and be what you look for when doing a large punish.
  • If Nejire is using Beta, bob in and out of range in order to bait her into using it. Afterwards, punish her.
  • If Nejire is using Gamma in front of you, punish with BA melees, BA projectiles, or use Beta to knock her back down.

Hitoshi Shinso

Difficulty Score: 🟢Favorable🟢
Shinso can deter Tokoyami from approaching, but Tokoyami will eventually get in. Once Tokoyami is in, it can be difficult for Shinso to shake off Tokoyami and if Shinso commits to an option, Tokoyami can easily punish.

Tips vs Hitoshi Shinso:

  • At distance, make use of a mix of gliding and rolling on the ground to keep yourself difficult to hit.
  • Once you close the distance, be careful approaching Shinso as he can use Gamma to stall or even potentially start a combo.
  • Shinso's moves have a fair bit of recovery, use these openings to punish with a combo.
  • If Shinso Beta's away, make use of BA projectiles to pepper away at Shinso.

All Might (Default)

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
All Might's sheer damage output can put Tokoyami in a very difficult spot before he can even get close.

Tips vs All Might (Default):

  • While All Might is using his Gamma, use Shield Bash into him to disrupt the Gamma.
  • Be very careful when at low GP vs All Might. If All Might hits Beta on HP, he can do devasting damage.
  • Don't use Beta while All Might is using Gamma, Dark Shadow will bounce off and potentially hit you.

All Might (Gatling)

Difficulty Score: 🟡Even🟡
Tokoyami has great tools to stop All Might from running away, but All Might is at advantage if he attacks at distance or is able to catch Tokoyami off guard.

Tips vs All Might (Gatling):

  • Beta is excellent at catching many of All Might's wake-up options.
  • Don't use Gamma to block Gatling's Alphas unless it is an emergency. It will destroy your shield quickly.
  • Don't try a poke war against All Might, he will win through sheer DPS.
  • Black Ankh Air Melee will HKD All Might during Alpha if you can hit both hits.

Armored All Might

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Like Tokoyami, Armored All Might has versatile tools for many situations, but the difference is that All Might's are much better than Tokoyami's. Tokoyami will have a hard time locking down Armored All Might due to All Might being able to use his mobility during i-frames. Should Tokoyami be able to hit All Might, he has drones to stop Tokoyami's combos/pressure in it's tracks. Black Ankh Projectiles will often not be high enough to reach All Might.

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: 🟡Even🟡
Aizawa cannot silence Tokoyami's Black Ankh, but his Alpha and Gamma can be dangerous for Tokoyami. Tokoyami can make use of unpredictable movement and poke with Alpha and Beta until he can close the distance on Aizawa. Afterwards, the fighting ends up being who catches who the most.

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 covers a large area and is his best combo starter.
  • If Aizawa is running away, pepper him with Black Ankh Projectiles.
  • If you're melee range of Aizawa and realize something has not hit, immediately roll whenver possible. Many Aizawa players are looking to use Alpha to punish you for messing up.

Shota Aizawa (Flow Runner)

Difficulty Score: ➖ Need more Data ➖
Need more Data...

Tips vs Shota Aizawa (Flow Runner):

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Present Mic

Difficulty Score: 🟢Favorable🟢
Despite Present Mic doing a large amount of damage, he can easily crumble due to his short mobility. Should he use Gamma to escape, it'll greatly reduce the threat of his Beta Gamma combo. Tokoyami can easily close the distance on Present Mic from distance and catch-up should Present Mic try to run.

Tips vs Present Mic:

  • Be wary of sudden stops in the air vs Present Mic, as he is likely using Beta.
  • If you see Present Mic use Beta and miss, be careful as many Present Mics will auto-pilot into Gamma.
  • You can use Tokoyami's Gamma to block both Beta and Gamma from Present Mic.
  • When fighting Present Mic at distance, approach behind cover and make use of Alpha to destroy his boombox to reduce his damage output.
  • Present Mic's gamma has a significant amount of recovery when whiffed, you can use Beta that period to punish Present Mic.

Present Mic (D.J. Board)

Difficulty Score: ➖ Need more Data ➖
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Tips vs Present Mic:

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Cementoss

Difficulty Score: 🟡Even🟡
Cementoss can easily tower up and make it difficult for Tokoyami catch him, and Cementoss is deadly indoors when combined with his damage and ease of closing corridors. However, Tokoyami has great tools to deal with Cementoss' towers and can fight relatively well versus Cementoss indoors. 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.
  • Avoid fighting Cementoss indoors if he's not low.
  • If Cementoss is low and indoors, Tokoyami's Beta is incredible for keeping control vs Cementoss because it's extremely difficult to miss and will catch Cementoss if he does anything.
  • Make use of Alpha or Black Ankh Ground Projectile to hit Cementoss on top of towers.

Endeavor (Default)

Difficulty Score: 🟢Favorable🟢
Although Endeavor is strong indoors, Tokoyami can maneuver around his lances or simply block them with Gamma. When outside, Endeavor must be more precise when hitting his Beta or close to hit his Alpha. If Tokoyami's movement is unpredictable, Endeavor's Beta will be difficult to hit. If Endeavor uses Alpha instead, Tokoyami can close the gap.

Tips vs Endeavor (Default):

  • If Endeavor flies, make use of Black Ankh Projectiles to pressure him to come down.
  • Be careful chasing around corners vs Endeavor as he can use Gamma to catch you off guard.
  • When indoors, play patiently until Endeavor runs out of Betas or charge in with Gamma.
  • Make use of Tokoyami's Beta to lockdown Endeavor. This is especially good indoors.
  • Endeavor's Gamma is very committal and has large recovery even when cancelled. You can tag on damage with Ankh Projectiles before his recovery ends and then perform a full combo.

Endeavor (Inferno Fist)

Difficulty Score: 🟢🟢Very Favorable🟢🟢
Endeavor has strong air to ground capabilities, however struggles in air-to-air battles and versus very mobile characters. Tokoyami can outmaneauver Endeavor's setups and keep in the air to minimize damage.

Tips vs Endeavor (Inferno Fist):

  • Avoid indoor fights if you can help it. If you must fight indoors, use Alpha or Black Ankh Projectiles to poke around corners.
  • Tokoyami can shield Endeavor's Beta when it's placed, but the shield must be facing the center of the circle.
  • Bait out Endeavor's Beta by approaching and backing off. Once Endeavor has used Beta, he's more vulnerable.
  • Make use of Black Ankh Projectiles or Alpha to force him to the ground. If he doesn't come down, keep peppering him with projectiles.
  • 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: 🟢Favorable🟢
Hawks has a difficult time versus characters with shields and Tokoyami is no exception.

Tips vs Hawks (Default):

  • If you think Hawks is going to rush at you, you can use Gamma to block Hawks' attack or use Beta to cover yourself and combo.
  • If Hawks runs away, you can use BA projectiles to pepper him as he's leaving.
  • Hawks is very vulnerable when he doesn't have Special Action. Try to keep track of how much he's used and go aggressive when he runs out.

Hawks (Slicing Wind)

Difficulty Score (Low Level Level): 🔴Unfavorable🔴
Difficulty Score (High Level): 🔴🔴Very Unfavorable🔴🔴
Hawks has incredible mobility and damage. He does everything Tokoyami does, but better. Tokoyami must play cautiously vs Hawks as a single mistake can snowball into a down.

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.
  • Don't bother trying to chase Hawks if he flees with special action. 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.
  • Time your wake-up attacks well, Hawks has Gamma and Beta to catch you if you mistime your Beta or Black Ankh Air Melees.

Mirko

Difficulty Score: 🟡Even🟡
Tokoyami has great tools to deal with Mirko and keep her locked down, but Mirko has moves to disrespect any knockdown that Tokoyami does. Both characters end up taking turns on each other until one dies.

Tips vs Mirko:

  • Keep in mind when you knock down Mirko that she can recovery quickly using Special Action and immediately fight back.
  • Gamma is the safest option vs Mirko and will stop anything that she throws at you.
  • Beta is great at preventing Mirko from approaching.
  • Mirko's Gamma will negate any poking that you do. If Dark Shadow disappears suddenly, then she's most likely used her Gamma. Be prepared to roll through it.
  • Although Mirko's movement can be sporatic, BA Ground Projectiles are very large and can catch her moving.

Star and Stripe

Difficulty Score: 🟡Even🟡
Star's attacks are very telegraphed and fairly easy to dodge, but do devastating damage. Tokoyami can easily lockdown Star and prevent her from escaping, but the same can be said from Star.

Tips vs Star and Stripe:

  • Stay on the ground when you are vacuumed to be be able to roll.
  • If multiple people are vacuumed into her Beta, you must selflessly use gamma to protect the others in the bubble. It is everyone lives or everyone dies.
  • Star's Gamma tracks surprisingly well, but has a large recovery period when it misses. Delay your roll until she starts moving.
  • If Star's uses Gamma to escape, pepper her with projectiles. Do not go under her Gamma laser, it will pull you in.

Mt Lady

Difficulty Score (Small Form): 🟡Even🟡
Although Tokoyami has oppressive lockdown, Mt. Lady has good tools and damage to keep Tokoyami on his toes.

Tips vs Mt Lady (Small Form):

  • Keep relative distance and stay mobile to avoid getting hit with Mt. Lady's Beta.
  • Keep in mind of any escape routes for Mt. Lady and make use of Beta to cover them.
  • Gamma can be good against Aggressive Mt. Lady players to prevent her from starting a large damage combo on you.

Difficulty Score (Giant Form): 🔴🔴Very Unfavorable🔴🔴
Mt Lady in Giant Form wins versus anything close-range meaning Tokoyami's ideal range is his weakness.

Tips vs Mt Lady (Giant Form):

  • IMMEDIATELY get away from her.
  • Mt Lady's melees easily reach you while flying. Make full use of your i-frames to try to get away.
  • Poke with Alpha and Black Ankh projectiles at distance.
  • You can block one of her Alphas with your Gamma.

Tomura Shigaraki (Default)

Difficulty Score: 🟢Favorable🟢
Shigaraki thrives in indoor fights by making the floor lava. Thankfully, Tokoyami can ignore most if not all of his ground moves through the use of his glide. Tokoyami also has good lockdown for Shigaraki to prevent him from counterattacking.

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.
  • Don't play into Shigaraki's Beta even with Glide as it limits your options to the air and can allow Shigaraki to counter attack.

Tomura Shigaraki (Catastrophe)

Difficulty Score: 🔴Unfavorable🔴
Shigaraki can take miles off of a single mistake from Tokoyami. His Gamma can indirectly hit Tokoyami due to it's large AoE. If Shigaraki catches Tokoyami with one Beta, then he can start his TOD. Tokoyami can leap above Shigaraki and make it difficult for him to attack, but he must land eventually. If Tokoyami is able to knockdown Shigaraki and close the distance, Tokoyami can easily lock down Shigaraki.

Tips vs Tomura Shigaraki (Catastrophe):

  • Make use of Gamma to prevent Shigaraki from starting his TOD.
  • Glide to air stall versus Shigaraki. Many of his moves require the ground or have very poor reach.

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, it can sourspot and not perform a knockdown allowing Shigi to plow through you.
  • 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.
  • Keep calm. Sometimes he will get away and there's only so much you can do.

All For One (Default)

Difficulty Score (Base Form): 🟢Favorable🟢
Difficulty Score (With Stolen Quirk): Unknown / Dependent

AFO has various tools that can hinder Tokoyami's approach and lockdown game, but ultimately Tokoyami also has tools to deal with AFO and allow himself to approach. This can change depending on what quirk AFO has taken.

Tips vs All For One (Default):

  • Gliding to keep your movement unpredictable will make it easier for you to approach AFO.
  • Make use of Gamma in this match-up because you can keep shield out while performing evasive movements such as rolling.
  • You can use shield gliding to keep yourself mobile and protected.
  • 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.
  • Although it is very quick, you can react to AFO's tap gamma. After he uses it, he lacks anything to keep you off.

All For One (Factor Fusion)

Difficulty Score: 🟡Even🟡
All For One is very easy to lockdown as he has no fast panic moves and mobility. Tokoyami must be careful about AFO's Beta lightning, as it will allow AFO to get a free punch.

Tips vs All For One (Factor Fusion):

  • Don't engage into AFO's beta. Poke at distance until it runs out.
  • Make use of Beta and Black Ankh to keep AFO locked down.
  • If AFO is hovering in the sky, pepper him with Alphas or BA projectiles.

All For One

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
YAFO has all the tools to shutdown Tokoyami. A single Special Action from YAFO will shutdown Black Ankh removing most of Tokoyami's power. From there, YAFO can bully Tokoyami with Alpha combos or Gamma. The best Tokoyami can do in that state is use Gamma ,but even that will not hold long vs YAFO.

Tips vs All for One :

  • Ideally fight YAFO as a team or by third-partying him.
  • Keep your movement unpredictable with glide to dodge YAFO's Beta and Special Action.
  • Keep track of YAFO's Special Action meter usage. If he runs out of Special Action, he cannot silence your Special Action.
  • Poke at YAFO when he's in the air with either Black Ankh Projectiles or Alphas.
  • Have a plan when fighting YAFO outside. Look for cover you can use later if things go awry.
  • Gamma can block YAFO's Held Beta, but it is very inconsistent. Opt to use roll instead of blocking it.

Dabi (Default)

Difficulty Score: 🟢🟢Very Favorable🟢🟢
Dabi is reliant on Gamma and Beta to keep enemies out. Tokoyami has tools to deal with much of Dabi's kit.

Tips vs Dabi (Default):

  • You can use Beta to destroy Dabi's mines and potentially hit Dabi as well.
  • Beta can hit around corners if placed far into a building. Beta's circle checks line of sight from the center, meaning if the center of the circle can see Dabi around the corner. It can hit Dabi.
  • Avoid using Beta when Dabi uses Gamma
  • You can use Black Ankh Projectiles to destroy mines.

Dabi (Crazy Torch)

Difficulty Score: 🟢🟢Very Favorable🟢🟢
Dabi relies on his damage in Gamma which is a double edged sword for him. His main form of reliable poke damage is his Alpha and his source of strong burst damage comes from his Beta. Although Dabi does more damage than Tokoyami at distance, Tokoyami's pokes allow him to close the distance easily. Tokoyami can block Dabi's Beta with his Gamma or merely roll it. Once Dabi is knocked down, it's very difficult for Dabi to run away from Tokoyami.

Tips vs Dabi (Crazy Torch):

  • Keep track of Dabi's Gamma in a prolonged fight.
  • On Dabi's wake-up perferrably use Beta or Black Ankh Melees. If both are not usable, gamma is a good defensive option.
  • Make use of Shield Gliding to keep damage to yourself minimal from his Gamma explosion.
  • Delay your wake-up so that Dabi's beta misses.
  • Dabi has difficultly fighting at range vs fliers. Make use of tap gliding at distance.

Himiko Toga (Default)

Difficulty Score: 🟢Favorable🟢
Difficulty Score (Transformed): Dependent
Toga is a very

Tips vs Himiko Toga (Default):

  • If Toga is using Beta, make use of Beta or Gamma to stagger her to prevent her from causing further damage.
  • Be quick on your punishes versus Toga as many will simply Beta once again.
  • Be aware of where Toga is, as her Alpha can deal extreme damage if you let her.

Himiko Toga (Sting Dance)

Difficulty Score: 🟢🟢Very Favorable🟢🟢
Difficulty Score (Transformed): Dependent
Sting Dance has high burst damage, but significantly less HP and more readable movement than Tech Toga. Tokoyami can easily lock down Toga as she moves in a straight line and her Beta is telegraphed.

Tips vs Himiko Toga (Sting Dance):

  • Toga's Gamma goes in a straight line and has a considerable amount of recovery. For the easiest shots, shoot at Toga at the end of her dashes.
  • At mid-range, stay grounded in order to roll and dodge Toga's Beta.

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 at Twice to confirm if it is a clone, then go in.

Mr. Compress

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
At range, there is little Tokoyami can do to Mr. Compress due to his deflect shield. Due to Compress' Gamma armor, it's very difficult for Tokoyami to catch him if Tokoyami is not already on top of him. Even if Tokoyami is near, Tokoyami must hit both hits of BA Air Melee, otherwise Compress will be able to leave.

Tips vs. Mr. Compress:

  • Try to stay above or even elevation when fighting Compress in the air. It will make it more difficult for him to shoot you.
  • Be careful when using Beta against Compress as it will stun you instead.
  • Black Ankh Air Melee can stop Compress when he tries to escape with Gamma. Keep in mind, it must be both hits and not the sour hit.

Kurogiri

Difficulty Score: 🟡Even🟡
Kurogiri can keep Tokoyami out, but only for so long. Once Tokoyami gets close to Kurogiri, it is very difficult to shake off Tokoyami.

Tips vs. Kurogiri:

  • If chasing Kurogiri through portal, make use of glide to see if Kurogiri is using Gamma to air stall. You can then use Black Ankh Air Melee's tracking to stay in the air and knockdown Kurogiri.
  • Black Ankh Air Melee can catch Kurogiri through portal if he has used it right after he goes through.
  • Destroy Kurogiri's Gamma with your own projectiles. This will cause him to exit early and fall down normally.

Lady Nagant

Difficulty Score: 🔴🔴Very Unfavorable🔴🔴
Nagant has incredible damage and mobility that Tokoyami cannot match. Nagant can be locked down, but if she gets away once, it's too expensive for Tokoyami to chase. Despite being a sniper, Nagant has very strong close-range capabilities. Her air melee can lead to a strong combo with Gamma and will make her movement very sporatic.

Tips vs Lady Nagant:

  • Nagant is most vulnerable to Alpha and Black Ankh Projectiles in the air. Use BA Ground Melee Projectiles for Nagants that are hard to hit.
  • Nagant's Beta is very awkward to shield. Rely on rolling or using glide to maneuver around it.
  • Keep your movement unpredictable to avoid her Alpha.
  • Black Ankh Projectiles are good at poke at her from afar, but you must keep mobile to avoid being an easy target.
  • Use Beta when Nagant is up close to prevent her from getting an Air Melee.

Overhaul

Difficulty Score: 🟢Favorable🟢
Overhaul has a very hard time fighting flyers, but has a strong close-range ground game. Tokoyami can poke at Overhaul from the air, but must be careful when fighting Overhaul at close-range as Gamma will tag Tokoyami if he's not careful.

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.
  • Punish Overhaul's self heal with Beta or Black Ankh Melees.

Overhaul (Blighted Precipice)

Difficulty Score: 🟢Favorable🟢
Tokoyami can easily keep Overhaul in check through his lockdown, but Overhaul has decent tools to keep Tokoyami off.

Tips vs Overhaul (Blighted Precipice):

  • Use Beta to catch Overhaul's own Beta on wake-up. If you waste one of his Beta cooldowns, it's much easier to chase him.
  • You can use Alpha to hit Overhaul on top of his tower.
  • Your Gamma negates whatever he can throw at you from distance.
  • If Overhaul is running away with Held Alpha, close the distance with Black Ankh and glide.


Here you can see the latest changes made to the guide. Guides try to update regularly or semi-regularly to be kept relevant. For maximum accuracy feel free to join the guide's discord server at https://discord.gg/z5JqqtfuDK

Changelogs

July 8th 2026 Guide Creation

Finalized guide sections