MARVEL Tōkon: Fighting Souls. Pick a tab. Character pages are deep dives; Start and System are the only tabs worth reading before playing.
You already know fighting games. What you lack is pattern recognition specific to THIS game, and that is built only in matches, fastest when every match carries one narrow question. You also know your own tendency: you optimize. Research feels productive; a lab session quietly becomes an hour chasing 10/10 on a combo that was ranked-ready at 8/10. Optimization is a lab skill. The game is learned in matches; the lab exists to fix what matches expose.
Short daily sessions beat weekend grinds: motor learning consolidates between sessions, not during them. One fix per day compounds; ten fixes per day burn out and none stick.
Rules for the optimizer in you: lab time never exceeds one third of play time · combos are done at 8/10 · research happens AFTER a loss exposes a gap · the character tabs are lookup material, not homework.
You like Storm, Magneto, Doctor Doom, Green Goblin, Star-Lord, Ghost Rider, Loki, and Deadpool. Every one is a zoner, trapper, resource-manager, or trickster. Your taste is coherent, so pick by attachment, not tiers. Loving how a character looks is the criterion that survives losing streaks.
Slot anchors (verified): Doom's assists are elite in every slot; his Shooter beam starts round one with you. Magneto's Vertical assist is rated among the game's best. Deadpool's Assault assist (Meat Shield) has counter startup. Loki is explicitly built as a tag enabler. Natural spine: Point = your favorite · Shooter = Doom · Vertical = Magneto · Assault = flex.
The one exception to "don't front-load": system knowledge. It's invisible in-game and expensive to discover by losing.
+25. Carry beats raw damage. Route for the wall.250% combo damage. Punish careless calls; protect your own.2H-family anti-air): as a starter triggers a high air combo with two enders — spike down (ground bounce, ends early) or blow back (toward the wall).M+H, teched with M+H. Light normals cancel into throw — the tick-throw engine. Command grabs can't be teched.Defence facts: no high/low blocking in the air; jumping escapes ground mix-ups but loses to anti-airs. Landing converts air blockstun to ground blockstun. A Perfect Reflect on your point → Disassembled: no assists, no tags until refill. Don't autopilot pressure into a patient defender.
Setplay character. Place a hazard, steer it with Tempest, convert off it. That loop IS the character. Dustloop's own comparison: Rachel Alucard.
Engine: Tempest (U + direction) is a gauge, not a toggle — it moves her projectiles, speeds her actions mid-move, and regenerates faster after Eye of the Storm hits. Everything advanced is a variation of: Tornado down → wind moves it → they deal with the hazard while you move in behind it.
| Input | Move | Use | Numbers |
|---|---|---|---|
5L | Jab | Fastest button, panic + punish | 6f, −3 |
2M | Low | Oki starter — knockdown | 10f, +29 KD |
2H | Anti-air | THE anti-air, launches | 12f, air-invuln 5–17 |
U+dir | Tempest | Steer projectiles, speed actions; usable during other moves | gauge-limited |
236X | Lightning Strike | Main projectile (air OK) | — |
22X | Tornado | Lingering hazard (NOT an anti-air) | — |
j.22X | Hailstone | Air icicle; steerable, persists longer after Tempest | — |
214X | Whirlwind | The lunge / combo ender (air OK) | — |
623M/H | Cold Embrace | Command throw — pressure break | 9f, +4 on hit |
236M+H | Hurricane | Combo ender ONLY | −98 on block |
632146M+H | Eye of the Storm | True reversal; boosts Tempest regen on hit | invuln 1–15, −56 |
2A | Vertical assist | When she's backup | 2000×3, 15f |
5M → 5H → 236L + 2H anti-air until automatic. Hit-confirm the BnB against random block.22L → U → 22L (hit) → 214H (her in-game combo challenge). Then freestyle: place Tornado, steer it different directions, no follow-up — build wind intuition.2M knockdown → Tornado on their wakeup. One setup, every time, until opponents start respecting it.623M to break pressure, Eye of the Storm as reversal (sparingly — it's −56 blocked). Hurricane never leaves combos.Never: Tornado as anti-air (it's a placement, 2H is the button) · Hurricane in neutral · contesting scrambles up close — being point-blank means you already lost neutral; leave and re-set.
Snowballing zoner. Debris makes skills stronger; Magnetize makes them reach. Both at once is when he's frightening. The best-documented character on Dustloop — this page is mostly quoted fact.
Engine: Debris (max 3) floats until a Skill gathers it for power. Magnetize (purple static, applied by charged heavies / Unique / Gravity Bind / Ultimate) lasts until you hit them with a Skill or they hit you — and it makes Gravity Bind pull them in, Shrapnel projectiles track, and Magnetic Blast add a ground-bounce projectile.
| Input | Move | Use | Numbers |
|---|---|---|---|
5L | Jab | Fastest button; stuffs low air dashes; combo glue | 6f, −3 |
5LL | Pull-in kick | Pulls them in on hit AND block → tick throw | 9f, −10 |
5H / 5[H] | Lunge punch | The pressure engine (see ladder step 3) | 14f / 26f; charged magnetizes on block |
2M | Advancing low | Low + launch; tick-throw setup | 12f, −12 |
2H | Anti-air | Huge vertical range; Slam Launch starter | 12f, 9000 |
5U/2U | Metallic Meteor | Creates 1 debris; magnetizes on hit (air OK) | 25f, −4 |
236X | Magnetic Blast | Chargeable projectile; debris speeds charge | H: 15f, −7 (safe ender) |
623X | Gravity Bind | Command throw (M = air throw, 8f); magnetized pull-in | H: 9f, 18000 |
214X | Polarity Shift | Corner carry / ground bounce; debris boosts both | 18f, −7 |
22X | Shrapnel Spike | Setup/combo tool — NOT a neutral button | 34–36f startup |
236M+H | Magnetic Maelstrom | Combo ender; debris adds projectiles | 9f, −56 |
2A | Vertical assist | Rated among the best in the game | 8000, 15f |
5LL only follows L normals; strength can't repeat in a string; 2L self-cancel locks out 5LL. Learn them before they bite mid-combo.5U/2U everywhere, watch the counter, learn field lifetime. Match rule: never at zero in neutral.5[H] magnetizes on block → debris-Blast pressure reset; uncharged catches contesters with counter hits. Both options favor you — this is his engine.5L→5LL→623L (lands even from max range if unmagnetized). End blockstrings only on 236H or 5[H] — everything else invites reversals.5HHH is the resource-free combo extender (links 5L, or 5H with debris). Avoid 5LLLL; tag out for a better finisher.Never: play him fast — slow movement and sluggish frames are documented cons; make them come to you · raw Shrapnel Spike in neutral · hoard 3 debris into an imminent wall break.
Long-range zoner with the best support kit in the game. Slow, deliberate, devastating with backup. Your recommended fourth pick and Shooter-slot anchor.
Engine: control screen space with 236X beams and Nullify Shield (blocks projectiles — you out-zone zoners by default). Once they respect the wall, the teleport dash turns respect into mix-ups. One hit → 22EX okizeme → snowball.
| Input | Move | Use |
|---|---|---|
236X | Ray/Plasma Beam | The wall. Pair with a beam assist and approaches die. |
5U / 6U | Nullify Shield | Eats projectiles. 5U buys assist-recovery time; 6U forces them closer. |
22X | Satellite laser | Second threat angle; zone layering. |
| Teleport dash | Step-Dash/Airdash | Crosses up air AND ground. The approach, once respect exists. |
214X | Command grab | The answer to conditioned blockers. |
22EX | EX satellite | Okizeme engine — "very hard to stop" per Dustloop. |
6A | Shooter assist | Beam — one of the best assists in the game. |
2A | Vertical assist | Mystic Gauge: midscreen coverage, high hitstun, keeps them grounded. |
4A | Assault assist | EX Merciful Smite: a free way in for any rushdown teammate. |
Frame numbers not yet published on Dustloop for most of his kit; move roles above are from the wiki's written overview.
236X + 5U/6U rhythm. Learn which beam covers which angle and how long Nullify holds.22X satellite so threats come from two angles at once. Watch what opponents do when both are live — that reaction is your data.214X on blockers.22EX oki → repeat. Budget meter for this; broke Doom is half a Doom.Never: forget he's slow — sluggish normals, slow walk, laggy airdash. Without assists or meter he gets run down, and he struggles hardest on the back foot. Don't be the Doom who teleports in with no plan and no backup.
Dustloop calls him a mixup character with tricky neutral and trickier setplay. Keepaway until the hit lands, then Glider bomb loops that are genuinely hard to block.
Engine: Glider Stance (4U to mount) is a second character. Glider dashes (direction + H in stance) cancel into every glider option including another dash. The win condition: Break knockdown while on Glider → Pumpkin Bomb → looping mixups ("the blender").
| Input | Move | Use |
|---|---|---|
4U / U | Glider Summon / Retreat | Enter/exit the stance. Gauge-funded. |
dir + H (glider) | Glider Dash | 5 directions, all cancellable into more glider options. Side-switch pressure. |
g.1/2/3[H] | Held glider H | LOWS from the air stance — half the mixup. |
214M/H | Shock & Awe | Overheads — the other half. |
623X | Pumpkin Bomb | Four types confirmed: Sticky, Explosive, Poison, Stun. They CYCLE — track what's loaded. |
236X | Razor Bats | Projectile with two follow-up stages (236X~X~X) — screen fill. |
22X | Glider Raid | More projectile coverage (air OK). |
5U/6U/j.2U | Flyby Kick | Cancellable into glider moves — movement that hits. |
236M+H | Sky Scraper | Empties Glider Gauge. Tracks when used in stance. Round-closer only. |
632146M+H | Goblin Surprise | On hit: refills the gauge and recovers in Glider state. His reset button. |
Frame numbers not yet on the wiki; inputs and properties above are published.
623X in training and learn the four types on sight. Untracked bombs sabotage your own mixups — this mental stack is HIS burden that you make yours.[H] lows against 214M/H overheads with side-switches. This loops into itself.Never: trade buttons at midrange — easily counterpoked by design · burn Sky Scraper mid-match for damage · mixup with a bomb type you didn't choose. Off Glider he's at a massive disadvantage vs most of the cast: respect it.
Half zoner, half mobility demon. Four gun elements, an 8-way airdash, Free Flight, and a command hop. The most mobile of your eight.
Engine: Groove Switch (8U Light · 6U Fire · 4U Ice · 2U Earth) re-arms Elemental Blast (5U), his Assault assist, and his Super. Each element is a different neutral tool; switching in downtime and having the right ammo loaded is the skill.
| Input | Move | Use |
|---|---|---|
dir + U | Groove Switch | 8U Light / 6U Fire / 4U Ice / 2U Earth. |
5U | Elemental Blast (air OK) | Light = fast fullscreen beam · Fire = slow orb that owns space · Earth = projectile-invulnerable shot · Ice = lab assignment (undocumented). |
236X | Blaster Shot | Core projectile; cancels into Elemental Blast. |
623X | Gravity Mine | Space trap; also cancels into Elemental Blast. |
214X | Ravager Rush | All versions hit LOW. Half the mixup. |
5[H] | Charged heavy | Overhead. The other half. |
22X | Rocket Step | Command hop — approach AND disengage. |
236M+H | Elemental Outlaw | Super; ender depends on stocked element. |
632146M+H | Dance Off | Ultimate; grants 3 Elemental Blast shots on hit. |
Frame numbers not yet on the wiki. Note: Dance Off "granting shots" suggests Elemental Blast is stock-limited — verify in training.
214X low vs 5[H] overhead, plus Ravager Rush tag mixups. Small buttons mean the mix comes from these, not from normals.Never: play footsies — his buttons are documented as small; if you're pressing normals at midrange you're playing him wrong · switch elements point-blank · forget which element is loaded (same mental-stack discipline as Goblin's bombs).
Mid-to-long chains into close-range mixups. His Vengeance Gauge powers everything up and punishes greed — Dustloop's page is now rich with real numbers.
Engine: specials raise Vengeance (Zone 1 → 2 → Red). Each zone improves hits, frames, and routes. In Red Zone his meterless specials behave as EX moves (metered versions locked). Top it out and he's forced into a punishable recovery plus several seconds of NO specials. Venting (5U/2U/j.U) is the real skill.
| Input | Move | Use | Numbers |
|---|---|---|---|
5H | Chain poke | Near-fullscreen; guaranteed meaty after wallbreak; 214X converts | 13f, −15 |
5M | Mid poke | Far, fast-ish; picks up Assemble Rush combos | 11f, −8 |
2M | Low | 1/3-screen low for pressure | 8f, −17 |
2H | Anti-air | Absurd vertical reach; deadzone above/behind — bait it when fighting HIM | 13f, −19 |
j.2H | Rising overhead | Fast overhead, beats throws; obvious animation, so rotate it | 11f, High |
j.6H | Air chain | Halfscreen air poke; whiffs on crouchers; hurtbox risk | 6f, High |
5U/j.U | Revelator Chain | Vent (hold = more); long untech = combo glue into slow specials | 13f, −5 |
2U | Hell Throttle | The big vent (~half gauge), projectile-invul; levels: −6 / −3 / +3 | 12f |
236X | Hellfire | Safe pressure ender at every level | 14f, −4 to −2 |
623X | Penance Driver | Command grab: L reactable but long range; M/H fast; whiff = unwanted gauge | M/H 9f, +10 |
214X | Judgement Cradle | The mixup: canned low/overhead follow-ups + tick throw | — |
22X | Ground chain | Hits basically anywhere on the ground | — |
5H/5M/j.6H. Extended hurtboxes mean a clipped chain is a combo eaten — learn the whiff-punish distance from both sides.2U as the pressure-release valve and 5U as combo glue that vents while it works.623M/H grab · 214X low/overhead/tick · j.2H overhead. Rotate, never repeat — each one covers the others' answer.5H meaty after every wallbreak; Hellfire ends every string you're not sure about.Never: whiff Penance Driver (long recovery AND unwanted gauge) · autopilot j.6H at anti-air range — every 2H in the game vacuums you in · lean on 5U venting so hard you never reach Zone 2 — the power zones are the point.
Trap character with genuinely great honest pokes, freeze setups, feints that parry, and the best tag-enabling kit of your eight. Weak solo mixups by design — he hands other characters the kill.
Engine: Norn Stones freeze the point character when they activate nearby. Held L specials are pure feints; held M specials are feints that PARRY and counter up close. And his 623M/236M exist to hand a teammate plus frames or a restand. He wins neutral honestly, then makes everything after neutral dishonest.
| Input | Move | Use | Numbers |
|---|---|---|---|
5M | Poke | Core neutral button | 10f, −7 |
5H | Big poke | 10000 damage, real range | 15f, −11 |
2M | Low | Pressure low | 11f, −11 |
2H | Anti-air | Launcher | 13f, −13 |
5U | Norn Stone (roaming) | Slow projectile; freezes on activation near point | — |
2U/3U/j.5U/j.6U | Norn Stone (traps) | Stationary; oki that's hard to disrespect; destroyable | — |
| hold L specials | Illusion | Jotun Mist / Serpent Spike / Fenris Fang become feints | — |
| hold M specials | Misdirection | Feints that parry and counter up close | — |
623M | — | Generates plus frames for a tag — teammate gets a free turn | — |
236M | — | Restand — teammate gets a standing victim mid-combo | — |
| Backdash | — | Fast: 10f duration | — |
5M/5H pokes and his projectiles — 5U (Norn Stone, slow-moving orb) plus his three specials, Jotun Mist, Serpent Spike, and Fenris Fang, on the standard 236X/623X/214X motions (Dustloop hasn't published which name maps to which motion yet — your in-game command list settles it in ten seconds). Zero tricks this step; earn the right to be tricky.2U/3U/j.U spots), then the oki pattern — knockdown → stone → their wakeup options all lose something.623M plus-frame tags and 236M restands into your point character's damage. Loki assists/tags are why he fits ANY four you pick.Never: try to solo-mixup — his kit documentedly lacks it; his plus frames are for handing turns to teammates · place stones under pressure (they're destroyable) · feint a player who isn't watching — conditioning requires an audience.
Chaotic rushdown funded by his own health bar. The one non-zoner in your eight. KeenGamer tiers him C, but Dustloop's writeup is warmer: excellent corner carry, solo wall breaks, dependable point. Early tiers disagree — trust your matches.
Engine: with gray health on his bar, ALL his M specials become Fourth Wall Attacks (Lightning Tornado Upper, Burning Haymaker…) that spend gray health to be some of his deadliest tools. He creates gray health by hurting himself — 2U, Roman Cancel, the 6U parry — and a Faulty Grenade in hand upgrades some further. Spent gray health is real health gone.
| Input | Move | Use | Numbers |
|---|---|---|---|
2M | Quick low | The fast starter; knockdown on hit | 9f, +63 on hit |
5H | Advancing swipe | Huge advance, near-zero pushback — keeps him in your face; awful on whiff | 13f, −15 |
j.5H | Wide swing | Deep hitbox that hits behind him — his cross-up | 13f, High |
j.6H | Muzzle flash | Longest air reach, disjointed air-to-air | 12f, High |
2U | Meat Shield (low) | Best gray-health generator — fast, pops them up, doesn't cut the cap | 14f, +79 on hit |
5U / 5[U] | Meat Shield | Overhead; charged = unblockable (not in blockstun) but 60f and disastrous on whiff | 28f / 60f |
6U | Collateral Damage | Armor-parry: absorbed damage becomes gray health; tap U to keep absorbing — eats lows, projectiles, even supers | Parry |
4U | Faulty Grenade | Random type, timed, explodes on YOU if hit — upgrade + liability | — |
| M specials (w/ gray) | Fourth Wall Attacks | The payoff suite; costs gray health per use | — |
| Roman Cancel | — | Cancels attack/special recovery; also converts health to gray — routing freedom, ArcSys style | — |
4A | Assault assist | Meat Shield with counter startup — elite punish assist | — |
He also has five hidden skills that only appear in the command list after you input them — Dustloop keeps them spoilered. Finding them is your lab treat, not homework.
2M starters, 5H stay-in pressure (cancel it or call an assist on block — never let it sit), j.5H cross-ups.2U to create it on offense, 6U parry to create it on defense. Rule: know what the gray is FOR before you make it.4U when safe, plan around whichever type you drew, and NEVER hold one into obvious incoming damage.Never: whiff 5H or raw 5U — both are documented disasters · self-harm without a plan for the gray · forget his mixups are poor: he opens people with strike/throw, assists, and tags, not overheads. He punishes YOUR indecision harder than any of your eight.
Tiers are KeenGamer's launch-window read; treat loosely. Beat them lines are community reads plus inference from documented weaknesses.
Fighting Avengers
Shoto, fundamentals-first
Shield projectiles, real reversal, charge attacks.
Beat them: nothing gimmicky — win neutral honestly, bait the wakeup reversal, punish hard.
Aerial specialist
8-way air dash + Free Flight, elite beam assist.
Beat them: he lives above you — hold ground and anti-air rather than chasing him up.
Armored brawler
Gamma armor, mid-range frame traps, huge damage. No air dash.
Beat them: armor doesn't stop throws. Multi-hit strings shred single-hit armor.
Conditional-mobility rushdown
Bask's Blessing grants 8-way dash cancels from any move.
Beat them: hit him out of Blessing; block the dash cross-ups patiently before pressing.
Unbreakable X-Men
Yours — see her tab
Mirror: first to own center screen with hazards wins; her weakness is point-blank pressure.
Teleport rushdown
Excellent range, teleports, strong assists. Early tournament favorite.
Beat them: teleports have recovery — stop chasing, hold position, punish the arrival.
Armored rushdown
Berserk frame advantage, armor on specials.
Beat them: he must come to you — your whole team's dream matchup. Throw beats armor.
Technical trap zoner
Calibration Orbs + lasers; Synchro Beam scales with orbs.
Beat them: rush the setup phase; never give free time to place orbs.
Amazing Guardians
Mobility rushdown + counter
Web zips for angles, 623X counter. On most winning CEO teams.
Beat them: stagger strings and throw to beat the counter; anti-air web approaches early.
Beginner footsies + command grab
Stretchy range. No air dash. Predictable offense.
Beat them: jump when you smell the grab; outpace her linear approach with projectiles.
Yours — see his tab
Mirror: pressure him before the right element is loaded; punish point-blank Groove switches.
Tank, random gadgets
Charging armor moves, wall climb.
Beat them: cross her up relentlessly; don't respect the random gadgets.
Samurai Outriders
Yours — see his tab
Mirror: whiffed chains are the whole matchup — clip the extended hurtboxes; press when his gauge nears Red.
Top all-rounder
Stakes, teleport entries, sword-empowerment scaling.
Beat them: few weaknesses — honest match; punish teleport recovery, deny free sword charge.
Yours — see his tab
Mirror: destroy the stones on sight; don't react to anything until you've seen it twice.
Yours — see his tab
Mirror: his gray health is pre-paid damage; play patient and make the gamble never pay.
Knights of Doom
Yours — see his tab
Mirror: Air Assemble Smash through the wall; he struggles hardest on the back foot — keep him there.
Yours — see his tab
Mirror: deny free debris time; a Wall Break resets both economies.
Yours — see his tab
Mirror: walk him down when the glider gauge runs dry; his grounded buttons lose to yours.
Necrosis rushdown
Unique applies Necrosis → specials plus-on-block.
Beat them: watch the state — with Necrosis his pressure is real; without it his recovery is punishable.
Champion
Own tier, barely documented
Sits above S in early lists. No air dash.
Beat them: unknown quantity — the loss IS the research. Note what worked; Dustloop fills in weekly.
Each stage has a gate: an observable skill in matches, not a date. Week counts are typical pacing at one Loop session a day. Run the pick bracket (Start tab) during Stages 1–2; from Stage 2 on, "your characters" means the four the bracket kept — their ladders live in their tabs.
2H-family anti-air with each until it's a reflex.Gate: you anti-air on reaction and land your BnB on touch, in matches.
Gate: the character tab's own "clicked when" line, first half.
Gate: you can switch who starts without your win rate collapsing.
Gate: you trigger a Stage Transition most matches, and assist calls stop getting teammates blown up.
Gate: you can name why you lost each match, and it's a decision, not a dropped input.
Gate: none. This is what improvement looks like from here.