Prima Games eGuides PlayStation All-Stars Battle Royale eGuide

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PlayStation All-Stars Battle Royale eGuide Walkthrough Characters

Toro

All-star overview

Toro Inoue, aka Toro the Cat, has had a burning desire to be human ever since being rescued off the streets by a kindly sushi chef. To that end, this PlayStation Japan mascot has studied humanity through our greatest cultural achievement: video games. It appears that Toro has prepared for PlayStation All-Stars by studying the greatest fighters in the digital realm, creating three costumes that change him into different genre archetypes: Torobi the Kat is a ninja, Justice Toro is a shotokan fighter, and Oni Toro represents hard-hitting bad guys. Toro can switch between his three outfits on the fly, and learning to utilize the correct costume for any given situation is a key component of Toro’s gameplan. You goal with Toro is utilize all three costumes together in order to generate the 330AP needed to activate his Level 2 Super, Toro Makes a Wish O_O.

WHY DO YOU WANT TO USE TORO’S LEVEL 2 SUPER ATTACK?

  • The maximum number of kills Toro can earn with any Super attack is three, and Toro’s Level 2 only requires 330AP as opposed to the 600AP for Level 3.
  • The blast range of Toro Makes a Wish O_O is large enough to catch three opponents at once on all but the largest of stages.
  • Toro is invincible to everything but other Supers during his Level 2.
  • Toro’s Level 1 Super is very easy to avoid and leaves him in a vulnerable state.

HOW DO YOU GENERATE 330AP QUICKLY WHEN CONTROLLING TORO?

  • Seamlessly switch between his three outfits to utilize the best Attacks for different gameplay situations.
  • Use Oni Toro’s Dive Kick (air ) and mochi ball Attacks to clear out groups of enemies.
  • Use Torobi the Kat’s increased mobility options to traverse the level quickly and harass foes with Kat’s Leftover Dinner ( ) and Torobi Stars ( ).
  • Use Justice Toro in one-on-one situations to deliver fast, powerful blows at close range.

Toro may not have a lot of cancels or elaborate 500-hit Combos, but he makes up for it with incredible speed, superb adaptability, and a whole lot of heart. Don’t write off Toro as a “joke” character: he can go toe-to-toe with the biggest and meanest All-Stars without breaking a sweat.

AT A GLANCE

Costumes

Rundown

SUPER ATTACKS

OVERVIEW

AP Level AP REQ Name Duration Unique Commands Notes
1 150 Kuro is so Mean >.< 3 seconds Action OK once standing; cannot recover until grounded if Toro falls off a ledge

Kuro is so Mean >.<: Whatever adventure Toro is on, his neighbor Kuro can’t be too far behind. In the case of Toro’s Level 1 Super, “behind” is quite literally the case. On activation, Kuro appears behind Toro and delivers a swift double kick to the keister that turns Toro into a feline projectile! Similar to Fat Princess’ Cake, Please!, Kuro is so Mean >.< travels in a straight line for less than a quarter of the screen. Unless you have a clear shot, this Super is slow to start up and can be easily interrupted. If Toro gets kicked off the edge of ledge, he won’t be able to recover until he hits the ground. Save your AP, and focus on getting the 170 more you need for a Level 2 instead.

AP Level AP REQ Name Duration Unique Commands Notes
2 330 Toro Makes a Wish O_O 3 seconds Star falls in direction Toro is facing; immune to attacks and throws for duration

Toro Makes a Wish O_O: When you wish upon a star, your dreams are supposed to come true. When Toro wishes upon an All-Star, it comes crashing down from the sky to kill his opponents! Once activated, Toro becomes immune to THROWS and regular attacks while a shooting star comes crashing into the level in the direction Toro is facing. The star’s explosion has a huge blast radius and can score a triple kill without issue on smaller levels. In larger levels, such as Invasion or Stowaways, wait until your adversaries are relatively close together before activating Toro Makes a Wish O_O.

AP Level AP REQ Name Duration Unique Commands Notes
3 600 Toro’s Dream Comes True ^o^ Kills all enemies on screen instantly

Toro’s Dream Comes True ^o^: Toro must be spending too much time in his Oni Costume if his Level 3 Super is a wish come true! When activated, Oni Toro becomes a raging demon of mochi furry and rushes his opponents for a massive beat-down. Toro’s Dream Comes True ^o^ is guaranteed to put an end to every foe on the screen and add six points to your score. At a cost of 600AP, there’s no reason to purposely bank AP over an entire match when Toro’s Level 2 is a more economical option for roughly the same effect.

THROWS

OVERVIEW

Name Command AP Penalty Properties Hit Effect Notes
Basketball Throw Right stick 15% Unblockable; 30AP of super armor Full launch

Basketball Throw: Toro tosses his opponent straight up into the air, but unfortunately, the recovery time is so long that it’s not possible to link another attack. Basketball Throw can serve as a means to give Toro some breathing room or to force an opponent onto an overhead platform. In the latter case, change into Oni Toro and follow up with Oni Spin to catch the attacker after their wake-up animation.

Name Command AP Penalty Properties Hit Effect Notes
Sumo Throw Right stick or 15% Unblockable; 30AP of super armor Eject tornado

Sumo Throw: Toro assumes the classic Sumo stance and pushes his opponent into an eject tornado. Like Basketball Throw, this throw is mainly used to get 
an opponent away from Toro or to force them into a level Hazard.

Name Command AP Penalty Properties Hit Effect Notes
Tripping Throw Right stick 15% Unblockable; 30AP of super armor Sweep

Tripping Throw: Toro literally pulls the rug out from under his opponent’s feet, causing a sweep reaction. Any costume can link a simple Toro Jab ( ) after the throw for 10AP, or Justice Toro can use for 20AP. With a wall nearby and the right spacing, Justice Toro can link for a knockdown and another 20AP.

: SQUARE ATTACKS — ALL COSTUMES

GROUND ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Toro Jab 10
2 Toro Swing 20 Knocks opponent away from Toro into KD Hit effect similar to Raiden
3 Toro Headbutt 20 Butt-drop
4 Toro Sweep 20 Butt-drop Leaves can hit opponent; repeatable

Toro’s attacks are shared by all of his costumes, consisting of mostly short-ranged melee hits involving everyday household items. Toro Jab ( ) hits about as hard as a ramen noodle, gaining you 10AP but only placing the opponent in a standard hitstun reaction. It can’t be canceled, and it is rarely used in combos. However, Toro Jab is rather fast and can be used to interrupt attacks. Things get more interesting when you bring Toro Swing ( ) into the mix, causing a short eject reaction with Toro’s knapsack. It’s a really good method for getting enemies away from Toro, or as an ender to a combo for an extra 20AP.

Headbutt ( ) is one of Toro’s key set-up attacks thanks to the butt-drop reaction it inflicts. All three Toro Costumes can take advantage of this attack to set up a combo, with Justice Toro being able to generate the most AP from this attack. If you’re in a rush, just follow up with Toro Swing, and prepare for your next encounter.

Toro Sweep ( ) also causes a butt-drop reaction but has a greater range than Headbutt since its active area extends to the debris from Toro’s broom. It can also hit on either side of Toro, allowing you to clean house should opponents begin surrounding Toro. Toro Sweep is a repeatable attack, too, keeping a constant stream of debris flowing from under Toro while the battle rages on.

AIR ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Toro Spin Air 5 Extra 5AP awarded for hitting foe behind Toro Any on hit Cancel works for any costume
2 Air Toro Swing Air 20 Knocks opponent away from Toro into KD
3 Air Toro Headbutt Air 20 Butt-drop
4 Toro Swipe Air 10

Some of Toro’s attacks become slightly more useful in the air. For example, Toro Spin ( ) takes what was a relatively useless punch and turns it into an ultra-close range spin attack that hits on either side of Toro. It can be canceled into any attack for any costume, making it an excellent way to confirm a hit before committing to slower but more powerful air attacks. Air Toro Swing functions exactly like its grounded version and should be used in the air when you need to knock an opponent away from Toro without hitting them all the way across the stage.

Air Toro Headbutt falls along those same lines when used against an aerial foe but makes for an excellent combo starter for all three of Toro’s costumes when used against a grounded opponent. The headbutt puts the enemy in butt-drop state, and once grounded, you may pick the attack of your choice to follow up with. Try a series of uppercuts with Justice Toro, Kat’s Leftover Dinner ( ) with Torobi the Kat, or Mochi From Hell ( ) with Oni Toro.

Rounding out Toro’s universal AIR Attacks is the Toro Swipe ( ), where Toro comes down with a double-handed swing of his broom. Toro Swipe only causes a basic hitstun reaction, but it has nearly double the range of Toro Spin and banks 10AP in your Super Meter. Release this attack at the last second when Toro is jumping in, and follow up with a medium-range attack.

: CIRCLE ATTACKS — ALL COSTUMES

GROUND ATTACKS (ALL COSTUMES)

# Name Command AP Gain Properties Hit Effects CI Notes
1 Toro Nap 20AP over 3 seconds Generates AP Any attack or Super AP awarded after napping one full second
2 Henshin! I am Torobi the Kat! 4~10 Change to Torobi the Kat and fire three Torobi Stars at an upward angle 0 Any Must input attack while Toro is behind curtain
3 Henshin! I am Justice Toro! 20 Change to Justice Toro and dragon punch Lift Any Must input attack while Toro is behind curtain
4 Henshin! I am Oni Toro! 6~18 Change to Oni Toro and head-butt KD Any Must input attack while Toro is behind curtain

Don’t worry; you haven’t skipped over the attacks! This guide covers each of Toro’s costume Attacks next, but you should know how to change into them first. All of Toro’s costume changes are tied to inputs. Toro turns his knapsack into a privacy curtain during the changeover, which takes slightly less than a full second, and emerges in his brand-new garb while unleashing an attack. You also have the option of canceling the costume change attack with any attack while Toro is behind the curtain, and you may have Toro change into the costume he’s already wearing if you want to play mind games with your opponents.

Henshin! I am Tarobi the Kat ( ) transforms Toro into a quick and fearless ninja warrior, sending out three ninja stars at a shallow up-forward angle upon exit.

Henshin! I am Justice Toro ( ) is a karate champion focused on fast, single-hit attacks that gain a ton of AP energy. Modeled after “shoto” style characters in fighting games, Toro produces a rising dragon punch when exiting the curtain. Justice is Toro’s default outfit at the start of a match and after a respawn.

Henshin! I am Oni Toro ( ) equips Toro with a red devil wig, yellow loincloth, and a limitless supply of explosive mochi. Oni Toro is modeled after notorious fighting game bad guys, focusing on slower attacks that deal more damage and have a wider area of effect

Aside from all of these amazing costume changes, Toro is the only character that can self-generate AP… by taking a nap! Pressing lets Toro take a little snooze for three seconds, generating 10AP per second after the first. Toro Nap may leave Toro exposed, but the nap can be canceled by any normal or Super attack in case an opponent tries to take advantage during his downtime.

AIR ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Toro Floaty Nap Air 5AP per second Generates AP Any attack Enters Toro Nap once grounded
2 Air Henshin! I am Torobi the Kat! Air 4~10 Change to Torobi the Kat; fires three Torobi Stars at downward angle Any Must input attack while Toro is behind curtain
3 Air Henshin! I am Justice Toro! Air 20 Change to Justice Toro; dragon punch Lift Any Must input attack while Toro is behind curtain
4 Air Henshin! I am Oni Toro! Air 20 Change to Oni Toro; head-butt KD Any Must input attack while Toro is behind curtain

Toro’s a pretty versatile cat and can change clothes in the air just as easily as on the ground. Air Henshin! I am Justice Toro and Air Henshin! I am Oni Toro produce the same attacks as the grounded versions and serve as great air-to-air intercept attacks. Changing to Justice Toro in the air also gives Toro a bit more vertical height, which can be used as pseudo triple jump to save Toro’s bacon if he gets knocked off a ledge. Air Henshin! I am Tarobi the Kat THROWS Torobi Stars at a shallow downward angle, halting the attacks of any opponent trying to hit Toro from below.

Proving that cats truly can sleep anywhere, Toro Floaty Nap turns Toro’s knapsack into a parachute to gently guide him back to earth while he sleeps. Toro banks 5AP per second during his air nap and enters Toro Nap if he somehow manages to make it all the way to the ground. Toro Floaty Nap can also be canceled into any attack. While napping isn’t a viable strategy to earn full bars of Super Meter, it can be just the refresher you need to put you over the top.

: TRIANGLE ATTACKS — TOROBI THE KAT

GROUND ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Scorpion Wants You 26 Toro pulled toward foe Lift Cannot act until grounded
2 Kat’s Leftover Dinner 10 Dash forward; fish bones can hit foes Lift
3 Torobi Stars 10 per star AP gain reduced if multiple stars strike same foe at once Fast recovery
4 Sneaky Portal 10 Teleports forward and drops down from above; active until grounded Sweep Action OK once grounded; Toro can appear above nearby foes

Torobi the Kat pays tribute to the swift and deadly mortal ninja warriors of video game fame. While Torobi’s attacks don’t gain a whole lot of AP, they offer the greatest mobility options out of all of Toro’s attacks. Scorpion Wants You ( ) is Torobi’s attempt to force an opponent closer to his position, but since Torobi is so small, he ends up flying toward his adversary! Take advantage of its lift hit effect by dashing underneath the enemy with Kat’s Leftover Dinner ( ), which leaves a trail of sharp fish bones in Torobi’s wake. This dash attack is awesome as both a mobility tool and as way to catch opponents jumping in from the air.

Torobi Stars ( ) is your go-to anti-air and aerial harassment option as Toro. These three little ninja stars fire straight up into the air, spreading out as they travel. A single star impact is worth 10AP on its own but only 3AP per star if more than one strikes simultaneously. The recovery time is very short with Torobi Stars, so try knocking an opponent into the air and repeatedly firing the projectiles upward to harass them. You can easily milk the target for AP as you constantly interrupt them after an air recovery until they get wise to your antics and air dodge out of the way.

Sneaky Portal ( ) serves a dual purpose as both an escape plan and alternative attack method. Torobi drops through a hole in the floor, only to emerge roughly five character lengths forward from his position via a hole in the air. If an enemy is within that range, Sneaky Portal automatically drops Torobi on their position, causing a knockdown on hit. Torobi can act again the instant he hits the ground.

AIR ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Air Scorpion Wants You Air 36 Pulls Toro toward foe Lift Cannot act until grounded
2 Toro-Pedo Air 3~20 Dashes forward Lift Cannot attack until flip completes
3 Air Torobi Stars Air 10 per star AP gain reduced to 3AP per star that strikes same foe at once
4 Air Sneaky Portal Air 10 Teleports forward and drops down from above; active until grounded KD Action OK once grounded; Toro can appear above nearby foes

Torobi is a sneaky little ninja in the air, able to cover long distances quickly and get the drop on his opponents. Scorpion Wants You is slightly less useful in the air since, on hit, Torobi cannot act until he touches the ground. Use this attack near ground level to mitigate this disadvantage. The Toro-Pedo is much better mobility option when Toro is far above the ground. On activation, Torobi performs a flaming bicycle kick across nearly a quarter of the stage, forcing any opponents caught into a lift reaction. Follow up with Air Torobi Stars after the lift to add more AP to your coffers.

Air Sneaky Portal switches up the location of the initial portal, sucking Torobi up into a portal instead of falling down through it. Its basic functionality remains the same, although Toro might be in for quite a long fall if activated toward the top of a stage.

: TRIANGLE ATTACKS — JUSTICE TORO

GROUND ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Define Justice 20 Butt-drop Range extends to energy flash
2 No More Justice 30 Dash forward Eject tornado
3 Uphold Justice 20 Dash forward Lift , Repeatable
4 Break Thy Justice 20 Bounce; KD (aerial foe) , Repeatable

Justice Toro pays tribute to the karate-style “shoto” characters found in fighting games. Toro’s interpretation focuses on short, single-hit attacks that gain a lot of AP. Each of Justice Toro’s attacks produces a blue energy flash, indicating its full range. Define Justice thrusts forward with an elbow attack that butt-drops your opponent. It can link to many and Justice Toro attacks to create combos.

No More Justice ( ) serves as both a way to create space by ejecting opponents and as a combo finisher worth an easy 30AP. Practice using , , as a starter combo that nets 70AP with minimal effort. Uphold Justice ( ) is a mighty uppercut that lifts opponents on hit. It can cancel into itself, allowing you to combo a single move up to three times. It can also cancel into Break Thy Justice ( ), a downward chop that causes a bounce reaction. Break Thy Justice is best used in the beginning or middle parts of a combo, just in case you use two attacks with the same hit effect in the same combo and trigger the Infinite Avoidance System too early.

AIR ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Around Justice Air 10 KD
2 Fly Through Justice Air 30 Dashes forward Eject tornado Range extends to energy flash
3 Rising Justice Air 20 Full launch Hits directly above Toro
4 Down With Justice Air 20 KD

In the air, becomes Around Justice, a jump kick with a short forward dash that causes opponents to flip away from Toro before entering a knockdown state. Around Justice is a fast attack that’s useful for when you absolutely have to shut down an adversary’s action immediately. Fly Through Justice is a similar attack but with a longer start-up period and increased dash range; it also forces an eject tornado state on hit.

Rising Justice is a short-range kick that only hits directly above Justice Toro, causing a full launch reaction. Annoy your opponents by using Rising Justice from the underside of thin platforms, or hit an aerial adversary to launch them to the top of the stage and change into Torobi the Kat to send a stream of Torobi Stars to greet them.

Down With Justice is another shutdown attack, creating a flash kick that instantly puts both grounded and aerial opponents into a knockdown state on hit. This attack can be used when jumping in on a foe to cover your approach, or as means of stopping someone in the sky.

: TRIANGLE ATTACKS — ONI TORO

GROUND ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Fiery Mochi 10_20_1930 Chargeable Butt-drop (med charge); eject tornado (full charge) , , Charge increases size of mochi ball; two seconds for full charge
2 Revolving Wrath 5, 5, 10 Last attack leaves Toro airborne Crumple (first hit); sweep (second hit); full launch (third hit) Cannot act until grounded
3 Oni Spin 5, 5, 10 Aerial attack Full launch Cannot act until grounded
4 Mochi From Hell 30 Eject spiral Cannot act until hammer disappears

Oni Toro is the embodiment of a thousand rage-quits, representing the typical bad guys found in modern fighting games. Of course, Toro is too cute to be totally evil… almost all of his attacks utilize delicious mochi balls in some way or another. Fiery Mochi ( ), for example, is a chargeable projectile with three levels of intensity that increase in range, size, and AP gain. A tap of produces a tiny mochi ball that travels two character lengths before disappearing, causing a standard hitstun reaction. Hold D for a slightly less than a second to produce a medium-sized mochi ball that travels twice as far and causes a butt-drop reaction on hit. Charge that delicious treat for two seconds to release a giant mochi ball that flies three times as far and causes an eject tornado on hit! The long charge time for the giant mochi ball puts Oni Toro in a very vulnerable position, but luckily you can cancel the charge with a jump or dodge roll.

Revolving Wraith ( ) is a long, three-hit attack where Oni Toro spins forward with a hammer that causes a different hit effect with each strike. Only perform this move when you’re certain the chance of a counterattack is low, as Revolving Wrath is a slow attack that can easily be punished if the opponent blocks the first hit.

The Oni Spin ( ) is an ideal attack for when Toro is surrounded on all sides and needs an escape plan. Once activated, Oni Toro generates a mochi ball on either side of his body and spins into the air, striking opponents on either side. On multi-platform stages, the Oni Spin can be used to safely transition from low to high platforms, clearing the way for a safe landing. When surrounded by enemies on the ground, utilize Mochi From Hell ( ) to create a huge explosion on either side of Oni Toro.

AIR ATTACKS

# Name Command AP Gain Properties Hit Effects CI Notes
1 Air Fiery Mochi Air 10/20/1930 Chargeable; charge slows descent Kneel (second hit); eject spiral (third hit) Fires down at 45-degree angle
2 Air Revolving Wrath Air 10 per hit Travels in straight line forward while active Lift (1st hit), eject tornade (2nd hit); butt-drop (1st), KD (2nd, grounded foe)
3 Oni Flip Air 3~24 Travels ; costume change only action allowed until grounded Eject tornado , Must input cancel at peak of mochi jump
4 Oni Dive Kick Air 20 Active until grounded Kneel

In the air is where Oni Toro truly earns the title of “demon” from his opponents, as his brutal air attacks hit harder than anything in Toro’s arsenal. Air Fiery Mochi has the same charge functionality as on the ground, but it lacks the option to cancel the charge other than releasing to let it go. Oni Toro hangs in the air while charging, descending only the slightest distance before a giant mochi ball is ready. The mochi ball travels down-forward from Oni Toro’s position, so find a nice high position against a wall before charging to cover Toro’s rear end and maximize the mochi.

Air Revolving Wraith is faster than the ground version of the attack and travels in a straight line. It can be used as both an attack and a movement aid, giving Oni Toro that last push to reach across a gap when needed. The hitbox on the hammer is fairly large and allows for some trickery with thin platforms: jump so that just Oni Toro’s head is through the platform and activate the attack, hitting all opponents at their feet!

The Oni Flip is one of the best moves Toro has available out of all his costumes. On activation, Oni Toro immediately begins wrapping himself in mochi while traveling at an up-forward angle, bringing any opponents with him. Once reaching critical mass, the mochi explodes and ejects all enemies caught in the blast. Oni Toro can cancel into Dive Kick or Air Fiery Mochi the instant before the big explosion, too, giving you a way out or a way to continue the attack if needed.

Finally, the Dive Kick represents all that is truly evil in fighting games, as players have felt the sting of this diagonal attack on generations of consoles. Active almost instantly, Oni Toro swiftly flies in a down-forward direction, striking any opponent in his path for 20AP. Dive Kick is the key to starting huge Combos against grounded opponents: it’s hard to defend against and Oni Toro can act the instant he hits the ground!

COMBOS

MAIN COMBOS

Note: All combos assume your character is facing the right side of the screen.

I. Against grounded foe as Justice Toro: , ,

70AP

Toro’s bread and butter combo uses his default Justice Toro costume for an easy 70AP. The first places the opponent in a butt-drop state two character lengths away from Toro, but luckily, the energy slash from the next attack can reach the target. During the bounce, input the final command to send your opponent away in an eject tornado while you get one-fifth closer to the 330AP you need for a Level 2 Super.

II. Against grounded foe as Oni Toro: (air) land ,

70AP

This 70AP combo demonstrates the brutality of the Dive Kick. Immediately activate the Headbutt upon landing, followed by Mochi From Hell. A simple combo with big rewards, the final Mochi From Hell blast ensures that Toro is protected from attacks on both sides and sends your opponent away in an eject tornado.

III. Against grounded foe as Oni Toro: (air) land x (Justice Toro) ,

80AP

Another high AP Dive Kick combo, this set of attacks incorporates a stance change into Justice Toro along with a costume cancel while Toro is behind his curtain. It’s important to be very deliberate with your inputs when inputting another attack during the costume change, as it’s quite easy to accidently mash the wrong input and produce an unintended attack.

COMBO APPENDIX

Combo +AP Notes
(Torobi) , , 53 If you’re having difficulty landing this combo, try pressing quickly before to change the angle of Torobi Stars.

ADVANCED STRATEGIES

Torobi the Kat is an expert at escaping dangerous situations.

Toro’s costumes are built to handle different situations. By understanding the roles that each costume plays in various combat situations, you shouldn’t have a problem frequently building the 330AP you need to activate Toro Makes a Wish O_O.

Torobi the Kat is built for one thing: speed. All of his attacks are meant to strike quickly or traverse levels in record time. Don’t take Torobi into big battles already in progress, as not a single one of his attacks is suited to clear out enemies. If you find yourself stuck between foes as Torobi, make use of Sneaky Portal and its temporary moments of invincibility to make your escape and change outfits. When meeting an opponent in the air, Toro-Pedo or Scorpion Wants You can both be used to single out an adversary, allowing you a moment of reprieve to change into Justice Toro and really start dishing out the damage.

Justice Toro is who you should rely on when trying to build AP quickly. Just his basic three-hit bread and butter combo nets you an impressive 70AP, and you can grab even more once you get used to using stance changes in the middle of Oni Toro combos. Like with Torobi the Kat, you want to avoid getting stuck in a multi-character melee. Justice Toro can dish out the damage, no problem, but a majority of his attacks have long recovery times that enemies can take advantage of.

When it comes to dealing with big groups, Oni Toro is king. His mochi-based attacks have large areas of effect and can eject multiple opponents from all sides. Mochi From Hell ( ) is a single-hit explosion that acts as a release valve when enemies are putting on the pressure from both sides. The Oni Flip dominates opponents in the air and makes good use of its ability to cancel into a Dive Kick to harass foes on the other side of the level. The Dive Kick is essential to Toro’s overall strategy, as it opens up so many options on hit. Once connected with a grounded opponent, the combo options are endless. Be aware of what’s going on around Toro and decide if you want a single-hit, big damage attack, or if you should go for that costume change combo that really brings home the AP.

Justice Toro is your man for building up AP in 1v1 situations.

Oni Toro’s mochi moves are ideal for clearing out big groups.