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Imagine a fighting game where you pick four Marvel heroes, but they all share one health bar. That’s Marvel Tokon: Fighting Souls in a nutshell. Developed by ArcSystem Works (the studio behind Guilty Gear and Dragon Ball FighterZ), this game takes the chaotic fun of tag fighters and adds a unique twist.
I (Mitchell Saltzman from IGN) spent many hours in the recent open beta. While I didn’t get the full game early, I can already tell you: the fighting is a blast once you get the hang of it.
Most tag games (like Marvel vs. Capcom) give each character their own health bar. You swap out a hurt fighter to let them heal. Tokon throws that out the window.
Important Point
All four characters on your team share ONE lifebar.
This means:
- No healing by swapping
- Matches don’t drag on forever
- Cleaner screen (less UI clutter)
- You don’t NEED to master multiple characters to compete
Here’s the best part: You can be a strong player knowing just ONE character.
Important Point
This "start small, build up" design is the ideal way to learn a fighting game.
Tokon feels built specifically for this.
Even though one character is enough, a well-built team gives you huge advantages:
| Situation | Team Solution |
|---|---|
| Bad matchup (e.g., vs. Magneto’s zoning) | Swap to a counter-character |
| Trouble opening enemies up | Start with a mix-up heavy character, swap to a damage dealer (like Blade) after landing a hit |
| Need specific tools (anti-air, projectiles) | Have them waiting in the wings |
This is the most confusing part – even for fighting game veterans.
You unlock a locked character by doing any of these:
Important Point
Unlocking characters = more Assist Meter bars.
Each unlocked fighter adds one bar to your Assemble Meter, which powers your assists.
Before fighting, you assign your 4 characters to roles:
| Slot | What Their Assist Does (in Neutral) |
|---|---|
| Leader | Current point character (you control them) |
| Shooter | Fires a projectile |
| Vertical | Covers vertical space (anti-air) |
| Assault | Uses their strongest/most unique assist |
Neutral = just standing/walking, not attacking or blocking.
| Type | When Used | Cost | Notes |
|---|---|---|---|
| Neutral Assist | While standing still/walking | FREE | Based on slot (Shooter/Vertical/Assault) |
| Combo/Block Assist | After hitting or getting blocked | 1 Assemble Bar | Always a universal dash-attack (same for everyone) |
Tricky Part: You must time the assist call perfectly. Too early/late = nothing happens.
This makes the Active Tag (swapping to the assist character mid-action) feel stiff and less fun compared to games like 2XKO.
Despite the complex systems, every character oozes personality:
ArcSystem Works nailed the comic-book feel while making each fun and distinct to play.
I only scratched the surface. The full review (early next week) will cover:
| What Works | What’s Tricky |
|---|---|
| Shared lifebar = faster matches, lower barrier | Assist unlock system is confusing at first |
| Learn 1 char → add more at your pace | Neutral vs. Combo assist rules are hyper-specific |
| Team synergy rewards creativity | Active Tag feels restrained/awkward |
| Gorgeous, authentic character design | Timing windows for assists are strict |
| Deep but accessible foundation | Full package (story, netcode, tools) untested |
Bottom Line: Marvel Tokon: Fighting Souls is a mechanics-driven fighter that respects your time. You don’t need a PhD in tag fighters to start – just pick one hero, learn their moves, and grow from there. The assist system is a steep hill, but the view from the top looks promising.
Nope! You can be competitive with just one well-practiced character. The shared lifebar removes the "must know 3 chars" barrier of traditional tag games.
To pace the chaos. You unlock the other two by playing actively (combos, throws, corner play) or by losing a round. It adds strategy: when you unlock changes your assist options.
It’s your assist fuel. Each unlocked character adds 1 bar. Neutral assists are free; combo/block assists cost 1 bar and become a universal dash attack.
Similar idea, stricter execution. In 2XKO, you can swap freely for wild mix-ups. In Tokon, the timing window is tight, making offensive tagging feel clunky and less rewarding.
The full review drops early next week on IGN. Release date hasn’t been confirmed in this preview – stay tuned!
Mitchell Saltzman is an editorial producer at IGN. Follow him @JurassicRabbit for more fighting game takes.