Marvel Tokon: Fighting Souls shows promise as next major fighting game

The game has serious potential to be something special
After six hours in the closed beta, the writer assesses Marvel Tokon's prospects as a major fighting game title.
Mark

You said it's mechanically dense but accessible. How do you square that circle?

Mimi

The auto combos do a lot of the heavy lifting. A beginner can mash buttons and still look competent. But if you want to optimize, there's a whole layer of traditional inputs and frame data and spacing that opens up. It's like the game has a ramp.

Mark

But you seemed frustrated with the tagging system.

Mimi

I was. You have four characters, but you're barely using three of them. In Marvel vs. Capcom, you're constantly rotating characters to heal up. Here, there's one health bar for everyone, so why would you swap? Maybe I was playing wrong, but nobody else seemed to be tagging much either.

Mark

Is that a fatal flaw?

Mimi

Not necessarily. It might just mean the system needs more depth that we didn't discover in a beta without training mode. But it does feel like a missed opportunity. You're advertising a 4v4 tag fighter and then designing it so tagging isn't essential.

Mark

What about the netcode?

Mimi

That's the real win. Almost every match felt like local play, even when people were on Wi-Fi. That's rare. That's the kind of thing that keeps people playing.

Mark

So you're genuinely excited about this?

Mimi

Genuinely. It's got the bones of something great. It just needs a training mode and maybe some clarity on why tagging matters. Give me that and I'm all in.

Mark

What would make you not buy it?

Mimi

If the full roster feels homogeneous, or if the tagging system stays as pointless as it felt in the beta. But right now? I'm betting on Arc System Works to get it right.

  • The beta closed after one weekend, yet the game's mechanical density left players still mentally unpacking combos and systems days later.
  • A 4v4 tag structure promises ambition, but a shared health bar and absent training mode left most players ignoring their teammates entirely — raising real questions about whether the tag system has teeth.
  • Auto-combos open the door for beginners but risk frustrating veterans who want surgical input control, with no current option to disable them.
  • The online netcode delivered something rare — near-offline smoothness even against Wi-Fi opponents — signaling that Arc System Works' technical foundation is already solid.
  • With Spider-Man, Ghost Rider, and an unrevealed roster still ahead, and a training mode urgently needed before the next beta, the game's trajectory points upward but remains unfinished.

From the crucible of competitive play, a new contender emerges — Marvel Tokon: Fighting Souls, developed by Arc System Works in partnership with PlayStation Studios, spent a closed beta weekend quietly reordering expectations. Where many anticipated a chaotic heir to Marvel vs. Capcom's legacy, the game arrived instead as something more deliberate: a mechanically layered fighter that rewards patience and precision without abandoning newcomers at the door. Its 2026 launch remains distant, but the impression it leaves is the kind that lingers — a reminder that the most promising things often reveal themselves slowly.

The closed beta for Marvel Tokon: Fighting Souls has ended, but it left a lasting impression. Six hours inside Arc System Works and PlayStation Studios' upcoming fighter made one thing clear: this game has serious potential, even if its full depth remains just out of reach.

Anyone expecting a Marvel vs. Capcom successor should recalibrate. Marvel Tokon moves closer to Dragon Ball FighterZ and Guilty Gear Strive — slower, more deliberate, built for precision rather than chaos. The control scheme is clean: three attack buttons, a special move button, and a unique attack button. Mashing produces auto-combos with different finishers depending on which button you hold, making the game immediately satisfying for newcomers. The frustration is that there's no way to turn auto-combos off, which can feel restrictive for players who want complete control. Traditional inputs still work, though, and that flexibility softens the blow.

The beta roster — Captain America, Iron Man, Star-Lord, Storm, Ms. Marvel, and Doctor Doom — hinted at the mechanical variety to come. Ms. Marvel stood out most, her elastic reach letting her attack from range or pull opponents close in ways that felt genuinely distinct.

The 4v4 tag system is the game's most complicated question. In practice, the three supporting characters function almost entirely as assist callers, and since the whole team shares one health bar, there's little reason to swap your main out. Most players, including opponents, seemed to forget assists existed at all. Without a training mode to explore the system's depth, it's hard to know whether this is a design flaw or simply an undiscovered layer — but the concern is real.

What isn't in question is the netcode. Nearly every match ran with the smoothness of a local session, even against Wi-Fi opponents — a genuine achievement. With a tentative 2026 launch still ahead, there's time for training modes, new character reveals, and further betas. Right now, Marvel Tokon sits at the top of the most-anticipated list, and every new detail will be worth watching.

The closed beta for Marvel Tokon: Fighting Souls ended last weekend, but the game hasn't left my head. While others were diving into Hollow Knight: Silksong, I was getting my first real hands-on time with Arc System Works and PlayStation Studios' upcoming fighting game. After six hours in the beta, it's become clear that Marvel Tokon has serious potential to be something special.

The beta gave us a window into the game's core mechanics, though even that limited window felt like barely scratching the surface. This is one of the densest fighting games I've encountered, mechanically speaking. Yet it manages to be accessible enough that newcomers can jump in and pull off impressive moves almost immediately. The balance between depth and approachability is genuinely impressive.

If you're expecting Marvel Tokon to be a spiritual successor to Marvel vs. Capcom, you'll want to reset that expectation. The game owes far more to Dragon Ball FighterZ and Guilty Gear Strive—both Arc System Works titles—than it does to the Capcom classic. The pace is noticeably slower than Marvel vs. Capcom, which actually works in its favor. That extra breathing room lets you be more deliberate with your combos, more precise with your inputs. It feels like a more controlled, methodical version of Dragon Ball FighterZ.

The control scheme is straightforward: three standard attack buttons, a special move button, and a dedicated "unique" attack button, plus a tag mechanic I'll circle back to. Mashing any attack button triggers an auto combo, with different endings depending on which button you're holding down. Light attacks end with a tag attack; medium and hard buttons finish with super and ultra moves respectively. I have mixed feelings about this system. Auto combos are great for beginners—they almost always result in something satisfying happening on screen. But if you want surgical precision, they can feel like a cage. There's currently no way to disable them, which could frustrate players who want full control over their inputs. The good news is that traditional fighting game inputs still work. Instead of pressing three buttons simultaneously for a super move, you can perform a half-circle motion on the stick and press medium and hard. That flexibility matters.

The beta roster included Captain America, Iron Man, Star-Lord, Storm, Ms. Marvel, and Doctor Doom. Captain America is the obvious entry point—his moveset is straightforward and intuitive. Doctor Doom sits at the opposite end of the spectrum, his ranged attacks adding layers of complexity. The real surprise was Ms. Marvel, whose stretchy limbs let her attack from distance or pull opponents toward her. This initial character spread hints at the kind of mechanical diversity the full roster will eventually offer.

Marvel Tokon is a 4v4 tag fighter, which sounds ambitious compared to Marvel vs. Capcom's 3v3 format. But here's the catch: you're really only playing one main character. The other three exist primarily as assist characters, called in for quick attacks that extend combos or create openings. This has real trade-offs. On one hand, you can focus on mastering a single character instead of juggling four. On the other hand, since the entire team shares one health bar, there's little incentive to actually swap characters mid-match. I found myself forgetting I could call in assists at all. Most of my opponents seemed to feel the same way. This might be a case of players not yet understanding the system's depth—the beta had no training mode to experiment with advanced scenarios—but it raises a legitimate concern: if nobody's actually tagging out, what's the point of a 4v4 tag system? The game might be functioning more like an assist fighter in the vein of Mortal Kombat 1 than a true tag experience.

The online performance, though, is genuinely impressive. Aside from a tutorial and some CPU matches, the beta was almost entirely player-versus-player. Arc System Works' signature chibi lobby system is in place—you navigate a hub world as a tiny version of your character and approach arcade cabinets to find matches. It's not my favorite approach to matchmaking, but I've made peace with it over the years. What matters is that nearly every match ran smoothly, feeling like I was playing offline against someone sitting next to me. This is especially remarkable given that most of my opponents were on Wi-Fi rather than wired connections. The netcode is genuinely strong.

Marvel Tokon: Fighting Souls has a tentative 2026 release window, so there's time before the next beta arrives. What I'm hoping for most is a training mode—something to actually understand what I'm doing instead of just mashing buttons and hoping for the best. I want to try characters that haven't been revealed yet, like Spider-Man and Ghost Rider. Given how much runway there is before launch, I'm confident PlayStation will keep feeding us information. Right now, this is my most anticipated new fighting game, and I'm hanging on every word.

This is one of the densest fighting games I've encountered, mechanically speaking. Yet it manages to be accessible enough that newcomers can jump in and pull off impressive moves almost immediately.
— Tom's Guide reviewer
The netcode is genuinely strong, with nearly every match running smoothly despite most opponents being on Wi-Fi rather than wired connections.
— Tom's Guide reviewer
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