Marvel Tōkon Fighting: Souls (4v4 Tag Team) - Arc System Works | PS5/PC | 2026 | Next Beta Running from December 5–7

DaSk8D00D

Superstar
Supporter
Joined
May 16, 2015
Messages
6,962
Reputation
2,124
Daps
31,152
Reppin
Phoenix, AZ
I have like 8 hours in the beta. replayed the tutorial a bunch, had sessions against the same player, randoms, CPU, etc.

The biggest thing I've noticed is that there's no such thing as a poke in this game :skip: Outside of projectile play I don't really see where the neutral game is. It's like everything is either getting punished on block or you're going into a lengthy auto-combo. There is depth in the tag/assemble combos but even if you barely engage with assists, both players just take turns going into auto combos that transition into either a wall break, super/ultimate, or assemble combo. You can even link supers back to back with characters and over the course of a 5 round match, you've seen hella wall breaks, super cutscenes, and 4 character group combos multiple times over.


Im interested to see some high level play and how the neutral game develops when we actually have a training mode and frame data because it really does feel like each player just takes turns making each other explode with strings over and over again.
 

The Mad Titan

Veteran
Supporter
Joined
May 27, 2012
Messages
51,541
Reputation
13,130
Daps
129,693
The damage is dumb high for the most basic of the basic.

The game would be "infinitely" more interesting if they changed how assist worked. What's the point of have 3 different assist and supposedly assist types? it really feels pointless to have 3 assist types when the defensive 1 you can't use while blocking and and all the rest of them just turn to a generic combo extender while attacking.

You basically have to call your assist while air dashing, early or jumping around. Otherwise they are just combo extenders and increase in damage for tag assaults and links.

Oh and they can also get rid of the jumping air assist along with it.
 

Primetime

Superstar
Joined
May 7, 2012
Messages
13,791
Reputation
3,320
Daps
44,832
Reppin
H-Town
I have like 8 hours in the beta. replayed the tutorial a bunch, had sessions against the same player, randoms, CPU, etc.

The biggest thing I've noticed is that there's no such thing as a poke in this game :skip: Outside of projectile play I don't really see where the neutral game is. It's like everything is either getting punished on block or you're going into a lengthy auto-combo. There is depth in the tag/assemble combos but even if you barely engage with assists, both players just take turns going into auto combos that transition into either a wall break, super/ultimate, or assemble combo. You can even link supers back to back with characters and over the course of a 5 round match, you've seen hella wall breaks, super cutscenes, and 4 character group combos multiple times over.


Im interested to see some high level play and how the neutral game develops when we actually have a training mode and frame data because it really does feel like each player just takes turns making each other explode with strings over and over again.

Yea, this was my major takeaway as well watching the high-level gameplay. Once you get past the visual candy, it seems kinda repetetive. Auto combo + wall break, auto combo + super/ultimate, rinse n repeat. As a spectator, it gets boring to watch.

I also feel it may've been a mistake having just 1-life bar. Health depletes so quickly that there's not much strategic incentive to swap out characters.. it's not like you'll be saving your main by getting him/her outta there, and like breh above mentioned damage is damage so it also doesn't feel like this pokemon would do better vs that pokemon.
 

nairdas

I've Destroyed Whole Planets
Joined
Jun 1, 2012
Messages
14,949
Reputation
3,686
Daps
50,363
Reppin
NULL
Yeah this game is definitely a button masher. Not a fan or the assist and tag system and how you do special moves.

I wish this beta had a practice mode in it. I feel like I need practice mode to really get the hang of it,
 

The Mad Titan

Veteran
Supporter
Joined
May 27, 2012
Messages
51,541
Reputation
13,130
Daps
129,693
This just the nature of hyper tag fighters
Yeah but this is really just a 1v1 game with assist. They go out of their way in this game to try to avoid this and yet here we are simply from a small wall/stage change.

Game is still fun, just kinda meh withbhow all the mechanics come together.
 
Top