This is an exciting period for fans of fighting games, as Tekken, Street Fighter, and Mortal Kombat have all launched new titles recently, creating a space that could be capitalized upon by other developers.
Three different tag fighter games are currently seeking players: Riot Games’ 2XKO, Quarter Up’s Invincible VS, and Arc System Works’ Marvel vs. Fighting Souls.
This paraphrase maintains the original meaning while using simpler and more conversational language to make it easier for a wider audience to understand.
Following some quick playtime at Gamescom, I am pleased to report that Invincible VS appears to be shaping up quite well. On the other hand, it seems that Riot may be dropping the ball with 2XKO, which was initially expected to be a surefire success.
Based on the recent weekend beta test, it appears with absolute certainty that Marvel Tōkon is poised to become the upcoming blockbuster in the fighting game genre.
Initially, I was rather clueless about the game’s mechanics for about an hour or so after I started playing.
In a similar vein to Dragon Ball: FighterZ, the game incorporates an automatic combo system which is introduced along with additional features like assists, special moves (supers), and others.
While it’s great to find a game suitable for beginners, what truly sets it apart is its hidden complexity. This depth only reveals itself as you delve deeper into the gameplay.

Tōkon is intricately complex, demanding precise user input like any combatant, but also offering an expansive range of ways to showcase skill.
As soon as you begin using various moves, it’s clear that this game requires an exceptionally high level of mastery – a level I doubt even I could attain within the limited timeframe of the beta phase.
During the initial hour of the beta test, I mainly focused on experimenting in the practice mode. I was trying out different phrases to see which ones were effective, testing multiple assist options, super moves, and many other elements as well.
Every character offered unique quirks or special moves, expanding the possible strategies and playstyles available.
Or alternatively, each character was distinctive with a personal trait or signature move that added more dimensions to gameplay options.
In my viewpoint, Star-Lord truly shone as an exceptional embodiment due to his Revive feature, which presented incredible combination possibilities. Not surprisingly, he was widely popular among players online.
However, he wasn’t the sole figure sporting such a trick. With his teleportation abilities and protective shields, Dr. Doom is an exceptional character known for his mix-ups due to complex combinations that yield substantial damage upon successful execution.
It’s likely that I wasn’t the only one who was persistently bothered by Ms. Marvel and her repeated unpleasantness, isn’t it?
The lineup appears quite evenly distributed as well. Admittedly, a few characters seemed more powerful compared to the rest (looking at you, Star Lord), but each character appeared capable, largely due to their unique roles.
Perhaps it’s due to the limited number of characters in the beta roster, which makes maintaining balance more challenging since enlarging the roster usually complicates balancing. However, if we manage to avoid a situation like FighterZ where approximately half the roster is underutilized, I remain optimistic that Tōkon will maintain its balance.
In theory, the game is similar to a tag-fighter, but in reality, it often deviates from this style during gameplay.
In contrast to Dragon Ball FighterZ, all characters in this game share a common health bar. This means that regardless of whether you opt for a single character or all four, you’ll have the same amount of health points (HP) to deplete.
In this game, there’s an intriguing approach to gameplay, where tagging out doesn’t provide much advantage like in other tag-based games. Instead, it’s usually more beneficial to select a primary character and consistently play with them. The remaining characters you choose should complement your main well through their assist moves.
This feature provides a unique expertise not commonly found in tag-fighter games; if you’re a player who prefers keeping distance (zoning), you can comfortably master Iron Man and significantly improve your gameplay using him.
If players prefer this playing style, it might provide them with additional opportunities for variety, as they can potentially exploit the element of surprise by frequently changing characters, leaving their opponents uncertain about who will be swapped in next.
There might be additional reasons to employ this feature aside from just adding randomness, but at present, it’s the unique characteristic that distinguishes Tōkon from other games in the ArcSys series.

Engaging in strategic thinking (mind games) is equally essential as mastering the game’s mechanics, and I firmly believe that having greater creative control over how you play – your playstyle – is just as important as showcasing one’s skillset.
One single beta is nowhere near enough time to explore everything this game has to offer.
With the game set to appear on our screens again, either in a new beta phase or its full launch, there is going to be an abundance of speculative discussions about strategies and combinations. I can’t wait to witness the outrageous combos that the most imaginative players will concoct!
In addition to the basics, I haven’t yet discussed the presentation, which, in keeping with the signature style of ArcSys, is truly outstanding.
In terms of the essentials, I’ve yet to touch upon the presentation. As one would expect from ArcSys, it’s nothing short of extraordinary.
Embracing an artistic approach reminiscent of anime instead of sticking to a conventional comic book style proves to be a brilliant decision, as every aspect from the characters, settings, to even the hit effects appears enhanced by this choice.
From a gameplay perspective, the exceptionally clear artwork style allows you to quickly understand the action happening on-screen, even with numerous helpers zooming about.
As a fellow enthusiast who’ve had the pleasure of experiencing the beta version myself, let me assure you, this game is truly promising! If it hit the shelves today, I have no doubt it would make a splash. And considering its current state, I can hardly contain my excitement for how phenomenal it will be once it’s finely tuned and polished to perfection.
Among all the praises I could give to Marvel Tōkon, the most fitting one is this: since the end of its beta phase, it has left me yearning to play it again. It’s been quite some time since a fighting game sparked such a strong desire in me to return to it.
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2025-09-08 21:30