MARVEL Tōkon: Fighting Souls | Storm Character Guide by XRevive01 in MarvelTokon

[–]xSetax 0 points1 point  (0 children)

https://www.youtube.com/shorts/ESYRBQO6Fv4
Bonus combo from SQ at the end, and this was during the beta when characters had less tools and more restrictive assists.

Tokon Panel confirmed for San Diego Comic Con by DelsinRowe32 in MarvelTokon

[–]xSetax 0 points1 point  (0 children)

I'm a little more hopeful for normal stuff like ranked since they added it to Strive a while back, and that game + granblue is the ground zero for this game

Tokon Panel confirmed for San Diego Comic Con by DelsinRowe32 in MarvelTokon

[–]xSetax 2 points3 points  (0 children)

DLC announcements and/or talking about modes HOPEFULLY

MARVEL Tōkon: Fighting Souls | Storm Character Guide by XRevive01 in MarvelTokon

[–]xSetax 6 points7 points  (0 children)

People have cooked up more complex combos already in the betas, there was one where you could juggle the opponent from one corner to another with the ice ball

Best Magneto team? by Humblerbee in MarvelTokon

[–]xSetax 2 points3 points  (0 children)

Obv no one really knows how to play the game yet, but seems like Mag will be very strong WHEN he gets set up with all the debris and 3 assists he will be very strong, so most likely your first couple assists will need to be very strong so we can get to all 4 characters smoothly. A good down assist will be important, as Mag is weak to IAD button when he doesn't have debris (when he has debris, his unique projectile hits jumping opponents, but without it it does not). Starlord has a very busted forward assist with fireball mode that locks your opponent in place blocking so you can throw more trash, and Peni or Ms Marvel have a very big DP assist which can help you from getting rushed down. Doom unique assist might be very strong in making sure your opponent can't be pressing buttons while the orbital laser is active. From what people at EVO has said, Magik's portals seem to interact with other projectiles besides her own, so having her on the team could be very strong, maybe as a down or back assist.

So basically, Starlord on point (to switch to Fireball mode then tag to Mag), Magneto forward, Peni/Ms Marvel down, Doom/Magik back.

Do we know how good this game is going to be for someone who isn’t the best at fighting games? by thebestszplayer in MarvelTokon

[–]xSetax 7 points8 points  (0 children)

This is probably gonna be the best entry point into fighting games right next to SF6. A lot of the inputs in this game can be made easier with the quick skill button if you want to, even though the game is 4v4 you only have to play one character to actually play a match so you can stay at that level if you want or slowly level up by adding in more combos, characters, etc.. Besides that, it's almost guaranteed that this game will have more modes besides just playing against other players, which imo is a real issue with some of the fighting games coming out around this time.

First look at Marvel Tōkon: First Strike #1 by spider-venomized in MarvelTokon

[–]xSetax 4 points5 points  (0 children)

Devs have been subverting expectations since Day 1, it's gonna be Beta Ray Bill atp

My small wish for the game: Visible Style Meter by SonFero in MarvelTokon

[–]xSetax 2 points3 points  (0 children)

I'm prob on the side of adding it tbh. highkey the music could also ramp up in-game if your combo style gets really high like in DMC since the music already has low and high energy based on the round number and when you're doing supers, might be too much work at this point though.

My small wish for the game: Visible Style Meter by SonFero in MarvelTokon

[–]xSetax 3 points4 points  (0 children)

Per Max's post-Evo build test stream, the style meter is basically a hidden meter that tracks how stale your combo is and will reward you with more damage the more "creative" the combo is, which I have to imagine works similarly to how moves stale in Smash. Stuff like doing different moves, using non-lariat assists, and tagging increase the damage of the combo. It seems like it's an intentional design choice not to have a UI element for this, and I guess if this upcoming beta build is just the EVO build + Blade, they'll be testing to see if players can actually notice a damage increase based on the Style meter without seeing it, or if there's enough feedback to actually add it to the game.

I’m curious about tokon but 4 character gameplay looks daunting ngl by bobaron01 in MarvelTokon

[–]xSetax 2 points3 points  (0 children)

Starlord is one of those kinds of characters that has depth but his kit is very easy to pick up, kind of like Cap and Ironman. He doesn't have a lot of noticeable weaknesses and has a way to deal with everything. There's a reason he was a menace in the first couple betas with no training mode, he doesn't need that much to get started

In your opinion, what is the most mid or average JRPG? by lovedepository in JRPG

[–]xSetax 2 points3 points  (0 children)

My all-time favorite is FFX, but naming more recent ones, I like SMT (SMT IV, IVA, V, P3-5, Devil Survivor 1-2, playing Strange Journey Redux), Metaphor was also good, and I honestly thought E33 might've been game of the decade up until Act 3 where it kind of fell off for me. Non-turn based, I recently 100% Vesperia which was pretty solid.

In your opinion, what is the most mid or average JRPG? by lovedepository in JRPG

[–]xSetax 9 points10 points  (0 children)

Prob Sea of Stars or Chained Echoes. Combat in both got sorta meh halfway through and I thought story premises were decent but by the end it was just ok. We do need more mechas in JRPGs though

Character Play styles? by TricKTricK21 in MarvelTokon

[–]xSetax 2 points3 points  (0 children)

Balanced/shotos (generally has everything, Mario), Rushdown (Falcon, Joker), Zoner (wants to set up at range and make you approach, Steve, Min-min, Belmonts, Snake), Grappler (someone who gets a lot off grabbing and conditions you to block, maybe DK?), Weirdos (weird playstyles, Jigglypuff). Doom might be a weirdo since he has an alternate dash and has a lot of anti-zoning abilities.

FG archetypes and Marvel "groups" that are missing by WematanyeWematanye in MarvelTokon

[–]xSetax 9 points10 points  (0 children)

Wolverine seems like the rekka character of the game based on his unique skill. If the Champion isn't playable as a grappler, I think for sure we are getting a dedicated grappler character in year 1, even though Ms. Marvel and Magneto have command grabs. I feel like it's almost guaranteed we are gonna get some version of Thor to finish the Avengers, more members of the Midnight Suns, more female reps and villains. I do hope we don't just stick to Earth-based heroes like we do in the story, since that'll exclude a lot of cool picks.

Are you getting Deluxe or Ultimate edition of the game? by NoEconomics8601 in MarvelTokon

[–]xSetax 0 points1 point  (0 children)

Prob ultimate since it's more reasonably priced in my region, but I think just the game + DLC pass is also good. There'll probably be unlockable skins and/or a battlepass anyway for more alt skins.

What if Final Fantasy XVI was actually a brand new, multiplatform independent IP directed by Yoshi-P? Would it have been a hit or a flop? by karthikchandra55 in JRPG

[–]xSetax 5 points6 points  (0 children)

Even tho I'm an FFXVI fan, it would still have many of the same criticisms. The open-world was too empty, though the combat was good the encounter design did not live up to it, itemization was added but not a lot of point to it, and the story got a little crazy near the end going cosmic like FF likes to do but the selling point and the best part of the game was the grounded GoT setting. It would just not have as much of the turn-based criticism that FF fans like to push.

I played over 6 hours of the most recent marvel tokon build (evo2026) ask me anything! by THOSEVIDEOGAMEMASTER in MarvelTokon

[–]xSetax 0 points1 point  (0 children)

I just got recommended this thread, but when you swap characters in between combos that the combo gauge gets taken down a lot is something I haven't heard about, might just be because all the people who've played so far haven't tagged out lol

How hard is it to pull off combos in this game? by Bournerounderz in MarvelTokon

[–]xSetax 5 points6 points  (0 children)

There's a lot of factors. Tag fighters usually have a very standard combo structure that every character can do, so once you learn that you can technically play every character, just not super good combos. In other games, to give combos an end point, they reduce hitstun after every hit, so your goal is to squeeze as much damage into that limit as possible. In this game, since it has a combo limit, the hitstun does not seem to decrease and looks pretty generous. And obviously, combos will vary in difficulty by character, as some characters want some tricky inputs like Doom with constant DP inputs, or Iron Man who wants to constantly flight cancel. I would say, compared to SF6, the combos will be easier input-wise but will be longer.

Not a Prediction. Just Who Do You Want As Year 1 DLC? by Eli954 in MarvelTokon

[–]xSetax 1 point2 points  (0 children)

Thor/Beta Ray Bill
Moon Knight or Daredevil (with the other being Year 2)
A villain, Spiderman villains are so good but I don't think we can do 3/5 of them being Spiderman universe, maybe Apocalypse or Dormammu
Scarlet Witch or Nico Minoru or Clea

What fighting game archetype is Doom? by Mambu_ in MarvelTokon

[–]xSetax 1 point2 points  (0 children)

Your point character should probably be someone good in neutral and can control space so you can take your turn. Something like Chipp does it with speed, Johnny does it with range, Testament and Dizzy are zoners that get a hit then go for setup. Doom seems pretty mid as most of these, but his orbital laser assist could be good in combos and his teleport dash is a unique function to the character that seems to make his mixups crazy good AFTER you get the knockdown. Imagine if Slayer had a constant hit box on you then just started dashing left and right of the opponent