Marvel Tōkon Mini-FAQ Part 2:
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Grounded Chains, while pretty freeform when it comes to what chains into what, are limited by a 4-move limit. No matter what path you go, you can only get 4 moves max. For example:
1) crL -> crL -> crM -> sM
2) sM -> crM -> sH -> crH
3) sL -> crL -> crM -> sH
And so on and so forth. But you can never tack on a fifth Normal (unless there’s an exception I haven’t found yet) but characters like Captain America CAN cancel the 4th Normal into a Unique.
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As a note, if sL is used at any time after sL or crL, it’ll always produce the second sL that comes from sL -> sL of the LLLL chain. DO NOT OVERLOOK THIS.
Many people have noted that Dashing crL -> crM -> crH has bad range and the crH oftentimes misses due to limited horizontal range. Well, the second sL for characters I’ve tested (not exhaustive) seems to ALWAYS move your character forward A LOT. So if you want a launch combo off dashing crL:
• Dash crL -> sL -> crM -> crH
…ALWAYS seemed to connect (worked for all characters I tested). Use that second sL to your advantage:
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All grounded Normals that are not Command Normals (I didn’t test any Command Normals yet) can be Jump Canceled only if it HITS the enemy, but not on Block. With a comboed crH, you can press H again to automatically perform the Jump Cancel. Remember this Jump Cancel is special in that your character homes in on the enemy. Every other Jump Cancel just does a normal Jump and has to be done with one of the three Up inputs.
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For Air Combos, jH and jfH (Jumping ➡️ H) operate as separate moves. While this sounds silly to state, you can chain from jfH -> jH or jH -> jfH without triggering the auto Air Combo Ender.
But more importantly, if you do jH -> jfH and want to trigger the Air Combo Ender here, you must *keep holding* forward to trigger it. And uf ↗️ and df ↘️ will not count as jfH, so you must be precise. This was actually messing me up in a combo today and driving me mad until I realized I had to keep holding ➡️ for the Ender.
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The launch of raw crH behaves like a Guilty Gear Dust attack. It gives you in the initial jump the benefit of tracking the opponent during attacks
AND longer Hit Stuns. From the characters I tested, almost everyone could do jH -> jM -> jH -> jM -> jH -> jM. 6 moves seem to be the limit. But you can Jump Cancel the 5th hit and then the combo returns back to normal, expected physics.
However, during that initial “Dust” Jump, Hit Stun is also longer. I could combo jH into Peni’s Pendulum Swing in the air, for example, whereas that never combos normally as an Air Combo. So make sure to explore your full possibilities when you land a raw 2H.
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It seems like they made it pretty universal that qcb+L (⬇️↙️⬅️+L / 214L) is your Special Move that causes a wall transition or splat. The strange part is that in the Move Descriptions in the in-game Command Lists, they only indicate that property for a few of the 214L moves. The only character I’ve learned so far where it doesn’t work is Storm (she doesn’t have *any* Wall Transition/Splat Special Moves). There may be other characters that I missed like this as well.
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Right now, DP motions are bugged. I will see in my input History that I distinctly press my button at df ↘️ but immediately move to f ➡️ after the button press and the game gives me qcf (⬇️↘️➡️ / 236) instead.
What I THINK is happening is that the game checks the input history at the moment the move is supposed to start, not at the moment the button is pressed. So if you do ➡️⬇️↘️P➡️ during Hit Stop trying to buffer a move, when the Hit Stop *ends*, it checks the entire input history and sees ⬇️↘️➡️ first.
Basically, when canceling Normals into DP motions in this game, make sure to hold df ↘️ for a brief period after pressing the button. #bug
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@MARVELTokon #MARVELTōkon #MarvelTokon #MARVELTōkonFightingSouls #Tokon
Lots of interesting stuff with Marvel Tokon so far. For people who haven’t had a chance to try it:
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Assists can only be called during a move if the move contacts the enemy (block or hit). If the move whiffs, you can’t call an Assist. Also, it seems as though if you chain two moves, the startup of the next Normal resets the property and you can’t call an Assist until that move hits.
So for example, if I do M -> H~A, not quite Plink timing but a little slower, the Assist doesn’t come out because H is still in its startup frames. I can’t call the Assist until H hits.
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When you cancel 2H into Jumps (the combo version and not the raw version), the game gives you some homing. Unlike Marvel Vs. games, if you launch the opponent straight from the ground or off of a Juggle where they are higher in the air, the resulting Jump Cancel homes in. In the second case, you jump higher and faster to catch up to the enemy. It’s weird and jarring if you come from a Vs. game.
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Jump Attacks can Reverse Beat like French Bread games. So you can do an air combo of H -> M Jump Cancel into M-> L if you want. You can even do it off Jump-ins but you have to have moves that hit low enough, like Peni’s jM -> jL or have someone with a slower jump like Black Panther who can do jH-> jM.
There’s also no limit to how often you can use a move. With Black Panther, I can do crM -> crH /\ jM -> jL -> jM -> jL /\ jM -> jH -> jH and have it all connect.
The one exception is down H in the air. Those cannot chain into anything at all. Which means they cannot be used to start Jump-in pressure strings either.
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Assemble Smashes can be done at Neutral 🔘 or at ➡️. Assemble Counters can be done at ⬇️ or ⬅️. Which means both can be performed in side-agnostic ways at 🔘 for ASmash and ⬇️ for ACounter to help fight left/right mixups. (I want so badly to abbreviate them as AssSmash and AssCounter LOLOL!). Air Assemble Smashes have no armor at all nor any invincibility to the opponent Point Character’s non-Projectile Attacks.
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If you perform multiple Assists at once, I am pretty sure the game only lets you Active Tag to the last Assist called. Tried a bunch of tests and it seemed consistent with that. In fact, calling a second Assist during your first Assist’s Tag window immediately removes the first Assist’s “SWITCH?” Meter.
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And lastly, this game has a lot of buttons and button combinations, and it’s frying my brain. LOL! Still trying out a lot of different button configs for Joystick and the one that seems most practical for now is:
L M H QD
A T U QS
Having U at Heavy Kick is ROUGH. I want to use the Light Kick button like I do for every anime game that has a fourth button do key actions. But being able to press L+A quickly seems too important so I’m trying to get used to this. The Three Kicks button I can’t decide if I want that to be QA or QS. The only reason I have it as QS for now is that I have L+A so easily accessible and U+QS right next to each other to activate Supers in one Frame feels like that’s going to be very valuable.
Also, having a QD button for Dashing is really important, IMO. Being able to Dash Block with it is really good because the Quick Dash button will NEVER perform attacks if a Dash isn’t available. For example, if you press L + M to do a Dash but haven’t go of Down just yet, you’ll do a crL and be vulnerable for a while. But if you press QD while crouching, absolutely *nothing* happens. So it just feels for optimal play, you need to have QD mapped somewhere. It also makes IADs easier if you aren’t a former anime player.
What button configs are you other Stick and Leverless players running out there?
MARVEL Tōkon Open Beta / Info Dump:
Start Time: July 24, 12:00am PT / 8:00am BST / 4:00pm JST
End Time: July 26, 11:59pm PT / July 27, 7:59am BST / 3:59pm JST
Online Lobby: Casual/Ranked matches with 16 unique avatars to explore the lobby as
Local VS Mode: 1P VS 2P and VS CPU battles
Fully Fledged Training Mode
3 chapters of The Amazing Guardians’ Episode Mode
15 Playable characters: Captain America, Iron Man, Black Panther, Storm, Magik, Wolverine, Danger, Spider-Man, Ms. Marvel, Star-Lord, Peni Parker, Ghost Rider, Blade, Doctor Doom and Magneto
Six stages: Marvel's New York (day and night versions), Savage Land, X-Mansion, Knowhere and Wakanda
Available on PS5, Steam & Epic Games Store (PlayStation Account required / PS+ is not required)
@DuvalMagic@MoxsyOG yes, if you blended everything together like he's stating, it could go over VERY well. just gotta make sure you're on updates every single week like Bungie and DE do