Marvel Tokon: Fighting Souls reveals unconventional tag mechanics in first gameplay deep dive

You don't start with your full roster available
Marvel Tokon breaks the tag fighter formula by forcing players to unlock team members through combat actions during matches.
Mark

So the big surprise here is that you don't have your whole team from the start. Why would a fighting game designer make you unlock team members mid-match?

Mimi

It changes the entire pacing and strategy. You're not just executing a plan you made in the character select screen—you're adapting in real time. You have to earn access to your best tools.

Mark

But doesn't that feel punishing? What if you lose a round and unlock your fourth character too late?

Mimi

Maybe. But losing a round to unlock a character is a trade-off the game is explicitly offering you. It's not a bug, it's a choice built into the system.

Mark

The assist placement thing—shooter, vertical, assault—that sounds like it could be incredibly complicated.

Mimi

It absolutely will be. You're not just picking four good characters. You're building a synergy puzzle. A character who works great as a shooter assist might be useless as an assault assist.

Mark

Has Arc System Works done anything like this before?

Mimi

Not exactly. They've done team games, but the assist roles are usually more flexible. This feels more rigid, more intentional. It's asking players to think harder about team composition.

Mark

And we still don't know when in 2026 this is coming out?

Mimi

Not yet. But EVO is this weekend, and Sony clearly wants to build momentum. I'd expect they use that stage to narrow down the release window.

  • The fighting game genre's long-standing conventions are being quietly upended — you cannot simply pick your team and deploy them; two of your four characters must be unlocked through specific in-match actions.
  • This creates an unusual tension where losing a round is not purely a setback but a trigger for gaining access to your fourth fighter, reframing defeat as a strategic variable.
  • Arc System Works grounds the chaos in familiar combo architecture — light, medium, and heavy chains, special moves, and character-specific skill buttons — giving veterans a foothold amid the novelty.
  • The assist system's three distinct types — shooter, vertical, and assault — multiply the strategic permutations dramatically, promising a deep optimization puzzle for competitive players.
  • With no firm release date beyond a 2026 window, the community is looking to Sony's EVO 2025 event this weekend as the likely stage for character reveals and a clearer launch timeline.

From the long lineage of team-based fighting games, Marvel Tokon: Fighting Souls emerges as a deliberate departure — a collaboration between PlayStation Studios and Arc System Works that asks players not merely to select a team, but to earn it mid-battle. Unveiled through an official beginner's guide, the game's 4v4 structure introduces a progression system embedded within the match itself, where throws, stage transitions, and even defeat become the currency for unlocking allies. It is a design philosophy that treats the fight not as a static contest of pre-assembled forces, but as a living negotiation between preparation and adaptation.

Marvel Tokon: Fighting Souls has offered its clearest look yet at what kind of fighting game it intends to be, and the answer is stranger than most anticipated. PlayStation Studios and Arc System Works released a detailed mechanics breakdown, and at its center is a tag system that fundamentally reimagines how team-based fighters work.

The game is structured around four characters per side, but players begin each match with access to only two of them. The third teammate is unlocked by landing a throw or executing a stage transition — sending the opponent off the screen's edge. The fourth unlocks upon losing a round. It is a progression system woven into the fabric of the match itself, one that rewards aggression, punishes passivity, and reframes even defeat as a moment of strategic opportunity.

Beyond this unconventional unlock structure, the game's foundation will feel recognizable to Arc System Works fans. Light, medium, and heavy attacks chain into combos, which can flow into special moves or ultimates. Each character also carries a unique skill — Iron Man's missiles, Doctor Doom's shield — that gives individual fighters a distinct identity beyond their button strings.

The deeper strategic layer lives in the assist system, which offers three placement types: shooter, vertical, and assault. How players configure their supporting cast will shape the entire rhythm of their approach, and the combinations available are extensive enough to sustain serious competitive study.

The game remains on track for 2026, with Sony's EVO 2025 event this weekend expected to bring further reveals — possibly character announcements or a narrower release window. What is already clear is that Marvel Tokon: Fighting Souls is making a genuine structural bet on something the genre has not tried before.

Marvel Tokon: Fighting Souls just showed its hand, and what emerged from the official beginner's guide was something wilder than the fighting game formula typically allows. PlayStation Studios and Arc System Works released a comprehensive breakdown of the game's mechanics on YouTube, and buried inside that tutorial was a tag system that breaks almost every rule the genre has followed since Marvel vs. Capcom first made team-based fighting games a thing.

The game is built around a 4v4 structure, but here's where it gets strange: you don't start with your full roster available. You pick four characters before the match begins—a leader who you'll control, and three others who serve as assists. But only two of them are actually usable when the fight begins. The other two? You have to earn them. You unlock your third team member by successfully throwing your opponent, or by pulling off a stage transition that sends them flying off the edge of the screen. Your fourth unlocks if you lose a round. It's a progression system built into the match itself, one that forces you to adapt your strategy as new tools become available to you. This is not how tag fighters have worked before, and the departure is deliberate and strange.

Beyond that unconventional unlock system, the game leans on mechanics that will feel more comfortable to players familiar with Arc System Works' other recent titles. Each character has light, medium, and heavy attack buttons that chain together into combos. String enough of them together and you can trigger special moves or ultimate attacks depending on your input sequence. Every fighter also gets a unique skill button—Iron Man has his missiles, Doctor Doom has his shield—giving each character a distinct flavor beyond their basic attacks.

The real depth, though, lives in how you build your assist roster. There are three types of assists available: shooter, vertical, and assault. Which character you slot into which position will shape how you approach every fight. A shooter assist might rain projectiles from the sidelines. A vertical assist could cover the space above or below your active fighter. An assault assist might rush in aggressively. The permutations are vast, and the guide makes clear that figuring out the optimal combinations will consume serious time from serious players.

The game is still scheduled for 2026, with no more specific release window announced yet. But Sony's EVO 2025 event is happening this weekend, and given the company's investment in the fighting game space, more details are likely coming—character reveals, perhaps, or a narrower target date. For now, what we know is that Marvel Tokon: Fighting Souls is attempting something genuinely different with the tag fighter template, and whether that gamble pays off will become clearer as more of the game surfaces.

Möchten Sie die ganze Geschichte? Das Original lesen bei TechRadar ↗
Kontakt FAQ