MARVEL Tokon: Fighting Souls - Skills
The universal combat systems and team mechanics of MARVEL Tokon: Fighting Souls. Every fighter shares the same approachable offensive button scheme while the Four-on-Four tag structure, team assists, and the Tokon gauge define the deeper team play.
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of 11 entries
· updated 2026-09-15
| Name | Type | Description | Cost | Prerequisite |
|---|---|---|---|---|
| Light Attack | Universal Normal | The fast, low-damage basic attack (L). It has the quickest startup of the three normals, making it ideal for poking at range, starting combos, and challenging slower enemy moves. | 0 | Inherent |
| Medium Attack | Universal Normal | The balanced basic attack (M), sitting between Light and Heavy in both speed and damage. | 0 | Inherent |
| Heavy Attack | Universal Normal | The slow but powerful basic attack (H). Strong startup is offset by high damage and launch or wall properties, making it the move that converts stray hits into big team damage or carries opponents across the stage. | 0 | Inherent |
| Special 1 (S1) | Signature Move | One of each fighter's two signature special moves. | 0 | Inherent per fighter |
| Special 2 (S2) | Signature Move | Each fighter's second signature move, usually a projectile, a control tool, or a defensive counter. | 0 | Inherent per fighter |
| Tag Call / Assist | Tag System | The core of Four-on-Four play. Fighting a tag button calls the active fighter's teammate in for a team assist, locking the opponent down, covering a retreat, or extending a combo. | 0 | Select an active team before the match |
| Handshake Tag | Tag System | The manual swap that exchanges the current fighter for the partner on point. | 0 | Team of two fighters |
| Tokon Gauge | Meter System | The match-defining meter, built by landing hits and active tag play. | Built Tokon Gauge | Fill gauge through hits and assists |
| Team Super / Finishing Technique | Super Move | The cinematic, gauge-fueled finishing move that calls both team heroes into a coordinated assault. | Full Tokon Gauge | Requires a filled Tokon gauge and both heroes available |
| Push Block / Retreat | Universal Defense | The core defensive option that spends meter to shove a blocking opponent away, creating space to escape pressure and reset to neutral. | Meter | Inherent while blocking |
| Jump and Dash | Universal Movement | Every fighter can jump and dash to reposition, opening up air approaches, cross-ups, and high-low mix-ups against grounded defenders. | 0 | Inherent |
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