Sony has demonstrated strong support for the fighting-game scene this year through its collaboration with Arc System Works on MARVEL Tōkon: Fighting Souls. The game’s 4v4 tag-team gameplay is a bold innovation in mainstream fighting titles. During the second Closed Beta session, the experience surprised me, showing both promise and areas that need refinement.

Casual-Friendly Gameplay
The game’s accessibility stood out immediately. New players can jump in without practicing complex combos or mastering advanced mechanics beyond the tutorial. After learning the basics, you can enter open lobbies to face other players or practice against CPU opponents.
However, the beta lacked a dedicated Training Mode. This absence limited the ability to explore optimal combo routes, situational tech, or the full potential of the tag and assist system. While I gained a solid first impression, advanced strategies remain largely untested.
Auto-Combo System: Easy Yet Restrictive
The auto-combo system proved far more dominant than I expected. Light, Medium, and Heavy attacks automatically convert into finishers once they connect. Light attacks flow into a Link Attack, Medium attacks use 50 Skill Gauge points for a Super Skill, and Heavy attacks trigger a 100-point Ultimate Skill.
This system allows casual players to execute impressive combos by repeatedly pressing basic attack buttons. While approachable, it feels restrictive. Matches often rely more on fundamental fighting-game knowledge than creative strategy. Skilled players who discovered infinite combos dominated, revealing the system’s limitations.
Defensive tools, such as Assemble Counter and Crossover, also need adjustments. Assemble Counter can anticipate grabs and be spammed with one bar of Assemble Gauge, making skilled players nearly untouchable. Developers should adjust damage scaling and resource costs to ensure these mechanics remain fair.
Compared to Granblue Fantasy Versus: Rising, MARVEL Tōkon feels more casual. Advanced players can use command inputs for higher damage, but the auto-combo overshadows much of the manual mastery potential in the beta.
4v4 Tag System: Promising but Incomplete
The 4v4 tag-team system remains the game’s most ambitious feature. Players can focus on one main character while using others as assists or switch characters to adapt during matches. The Quick Tag button improves switching, though long-press inputs can still trigger accidental swaps.
Assist attacks vary depending on the character slot, allowing close-range, long-range, or combo-extending options. Maneuver actions like Assemble Smash or Super Assemble let players link up to three Super skills in sequence. While the system shows promise, it currently feels limited and leaves little room for experimentation. With further adjustments, this could become a standout feature.
Final Thoughts

MARVEL Tōkon: Fighting Souls offers a solid foundation despite rough edges. The auto-combo system, defensive mechanics, and tag-team structure all need refinement to satisfy veteran fighting-game players. Casual players will enjoy the accessibility and fun gameplay.
With careful adjustments and continued developer responsiveness, the game could become one of the best tag-fighters on the market. While hardcore players may demand more depth, MARVEL Tōkon’s unique design and inclusive approach show significant potential ahead of its full release.
To keep up with more updates on the game, you can check out their official X account.




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