Start with the default PlayStation layout, complete Startup Battle, and learn the three Link Attack strings before worrying about advanced motion inputs. On PS5, Light, Medium and Heavy are □, △ and ○. Repeating one attack button produces the game’s beginner-friendly Link Attacks, while × manages Assemble assists and team actions. This guide follows the universal advice in Arc System Works’ official beginner guide and treats character-specific routes as examples to verify in the current Training Mode command display.
MARVEL Tōkon: Fighting Souls is a team-based fighter, so winning neutral exchanges is only part of learning it. You also need to understand guarding, Assemble Counters, Crossovers, assists, switching and the conditions that bring additional teammates into a match. The safest progression is to learn one character in Startup Battle, practice a simple Link Attack, then add one team action at a time.
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Marvel Tokon controls at a glance
The following is the default PS5 arrangement reported in the game’s introductory materials. Button assignments can be customized, and a PS5-compatible arcade stick or leverless controller is optional rather than required.
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| Action | Default PS5 input | What it does |
|---|---|---|
| Light attack | □ Square | Fast basic attack and the first button in the simplest Link Attack route. |
| Medium attack | △ Triangle | Mid-strength basic attack and the basis of the Medium Link Attack. |
| Heavy attack | ○ Circle | Strong basic attack and the basis of the Heavy Link Attack. |
| Unique Attack | R1 | Character-specific attack; check the current command list for its properties. |
| Assemble | × Cross | Calls an Assemble Assist when pressed by itself; directional versions select teammates. |
| Quick Skill | R2 | Activates a Skill with one button instead of a motion input. |
| Quick Dash | L1 | Performs the game’s quick-dash action. |
| Quick Assemble | L2 | Switches to a selected teammate when combined with a direction, or responds to a switch prompt. |
If your layout differs, do not assume a combo has stopped working. Open the command display and confirm the buttons assigned to Light, Medium, Heavy, Skill and Assemble before troubleshooting the route itself.
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Start with Startup Battle, not ranked matches
Startup Battle is the official interactive tutorial. Its Basics section introduces individual-character actions, while the Assemble section explains team mechanics. The official beginner guide recommends it before general play, with Training Mode available when you want to repeat a lesson at your own pace.
- Choose a character you actually like. The official guide recommends using the character-select Ease of Use rating as a starting signal, not as a permanent ranking.
- Finish the Basics lessons. Concentrate on movement, normal attacks, Skills, guarding and the Link Attack prompts.
- Complete the Assemble lessons. Practice calling an assist, selecting a teammate with a direction and switching with L2.
- Repeat the lesson in Training Mode. Reproduce the input while watching the command display so you learn what the game is registering.
- Play short offline matches. Use them to practice one objective, such as landing a Light Link Attack, rather than trying to execute every system at once.
In an official PlayStation beginner guide published July 20, 2026, Game Director and Lead Battle Designer Kazuto Sekine explained that repeatedly pressing the same attack button can produce approachable beginner combo sequences. That design is deliberate: consistency comes before squeezing out maximum damage.
Movement and defense fundamentals
Standing and crouching guard
Hold ← to stand guard and ↙ to crouch guard. Use the guard direction shown by the game’s current facing rather than memorizing a fixed side of the screen. Build the habit of blocking first, then looking for an opening; mashing an attack while under pressure makes it harder to recognize when a defensive option is available.
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Press □ + × while you are not guarding to perform an Assemble Counter. The maneuver backsteps and can automatically counter an attack during that movement. Because it is a dedicated response rather than a normal block, practice the timing against a training bot before using it as your default escape.
Crossover
Press □ + × while you are guarding to call a teammate for a Crossover. The teammate interrupts the opponent and can create an opening for a counterattack. The same button pair therefore has two different defensive functions: your guard state determines whether the game performs Assemble Counter or Crossover.
Beginner Link Attacks and what they do
Link Attacks are the easiest way to make a repeatable combo. In the examples below, L means Light, M means Medium and H means Heavy. On the default PS5 layout, those are Square, Triangle and Circle.
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Light Link Attack: L → L → L → L
Press Light four times in sequence. The official guide says this route chains into a Skill and can trigger a Break, which transitions the stage. It is the best first route to practice because the rhythm is simple and it teaches you to watch for the game’s automatic follow-up.
- Begin with a single Light while standing close enough to connect.
- Continue pressing Light rather than adding directions or extra buttons.
- Watch whether the Skill follow-up and Break occur in the situation you created.
- Repeat from both sides of the screen in Training Mode.
Medium Link Attack: M → M → M
Press Medium three times. This route leads into a powerful Super Skill according to the official beginner guide. It is useful after you have learned the Light route because the timing and visual confirmation are similar, but the resulting attack is different.
Heavy Link Attack: H → H → H
Press Heavy three times. The guide describes this as leading into an even stronger Ultimate Skill. Treat it as a heavier commitment: confirm that the first Heavy connects before continuing, and do not assume the route is safe in every neutral situation.
Team route: L → M → H → Skill → Assemble Rush → Follow-up Attack
The official guide presents this as an advanced example that combines a normal attack sequence with a Skill and team coordination. Learn the first three Link Attack strings before attempting it. The exact timing and available follow-up can vary by character, so use the current in-game command display rather than treating this sequence as a universal maximum-damage combo.
None of these official examples is labeled an optimal damage route, and the guide provides no damage values. Their purpose is to teach the game’s rhythm, Skill transitions and team flow.
Quick Skills versus Command Inputs
Every beginner has to choose between easier execution and a higher reward. Quick Skills activate a Skill with one button. Command Inputs require a motion input, but the official materials say they provide slightly higher damage and generate more Skill Gauge. No percentage or numerical difference is published, so avoid claims such as “10% more damage.”
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| Input style | Execution | Documented reward | Best use while learning |
|---|---|---|---|
| Quick Skill | One button, normally R2 on the default PS5 layout | Convenient access to a Skill; the sources do not quantify damage or Gauge compared with a Command Input. | Learn spacing, confirms and team decisions without adding motion-input errors. |
| Command Input | Directional motion followed by an attack or Skill button, as shown in the character command list | Slightly higher damage and more Skill Gauge, with no exact amount stated. | Add after the Quick Skill version is reliable and you want the extra reward. |
A practical progression is to use Quick Skills while learning a new character, then replace one route at a time with its Command Input version. If your motion input fails, the training command display will show whether the problem was the direction, timing or button assignment.
Assemble assists and switching
Calling an Assemble Assist
Press × to call an Assemble Assist. Directional input selects which teammate responds:
| Input | Teammate selected |
|---|---|
| Neutral or → + × | Second selected teammate |
| ↓ + × | Third selected teammate |
| ← + × | Fourth selected teammate |
Start by assigning one purpose to each assist in your mind: cover an approach, extend a combo, interrupt pressure or create time to reposition. You do not need to memorize every character’s assist property before playing; first learn which direction calls which teammate and verify the effect in Training Mode.
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Switching directly
Press a direction plus L2 to switch to the corresponding teammate. Directional selection follows the same teammate mapping used for assists. If an assist creates a visible “Switch?” prompt, press L2 while that prompt is active to switch to the character who just assisted. Practice responding to the prompt without adding another attack input, since the switch window is a separate decision.
How the rest of your team becomes available
The official FAQ says a match starts with the first two selected characters available. Additional teammates can be assembled after a qualifying Break. Listed conditions include certain attacks or throws, selected Skill attacks, and a successful Light Link Attack route near the screen edge. Losing a round is another listed condition.
These are system rules that can be adjusted by updates, so consult the current in-game Battle Guide if you need exact conditions for a specific version. For a beginner, the important lesson is strategic: a successful Light route near the edge may do more than damage. It can also help you reach the team state in which more characters and assist choices are available.
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Training Mode: a repeatable combo-learning workflow
Training Mode includes command-input, frame-data and damage displays, scenario presets, bot settings, and record/replay tools. Official PlayStation product information also describes custom bots and adjustable CPU settings. Use those tools to test a route rather than relying on a clip recorded under unknown settings.
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- Turn on command input display. Attempt the route slowly and check that each direction and button appears as intended.
- Set the bot to a useful scenario. Start with a stationary opponent, then use a recorded attack or a higher-activity setting to test whether the route works under pressure.
- Practice the starter separately. Confirm that the first Light, Medium or Heavy connects before adding the next button.
- Add the Skill transition. For a Link Attack, look for the game’s automatic Skill or Super/Ultimate Skill follow-up.
- Record and replay the situation. Test whether your defensive option, assist call or switch still works when the opponent behaves differently.
- Check frame data and damage after consistency. These displays help you understand the result, but the official beginner routes are not presented as universal optimal combos.
- Recheck after updates or remapping. Character commands, system behavior and button assignments can change, so verify the current display before carrying a route into online matches.
A secondary combo route: use it as a test case, not a rule
Dot Esports reports a default-layout route of Square > Triangle > Circle > down Circle, followed by a jump or chase and air follow-ups. This is a secondary example, not part of the official beginner guide’s three universal Link Attack strings. Treat it as a route to investigate in Training Mode.
- Confirm that the selected character has the required down-Circle attack and air follow-up.
- Check the command display after every input, especially the transition from the grounded sequence to the jump or chase.
- Test it on the current game version and with your own button layout.
- Do not assume it is the best damage route, the safest route or a route available to every character.
Choosing a first character and building a team
The official beginner guide recommends starting with a character you like and using the Ease of Use rating to narrow the field. It names Captain America, Ms. Marvel and Wolverine as beginner-friendly examples, while also describing Iron Man and Spider-Man as relatively easy to learn. Storm and Danger are described as more advanced. These are the guide’s recommendations, not independently tested or permanent rankings; balance updates can change how a character feels.
A simple team experiment
Try pairing a close-range specialist with a long-range specialist, an experiment the official guide suggests, then choose the combination you enjoy controlling. Use the close-range character to learn basic approaches and Link Attacks. Use the long-range character to practice calling an assist, creating space and switching. Do not treat the pairing as a universal competitive formula: comfort, matchup knowledge and team-specific interactions matter more than a single archetype rule.
Offline, online and controller requirements
The official FAQ identifies PS5 and PC versions and lists 20 launch characters. Offline content includes Episode Mode, local Versus, Training Mode, All-Star Arena, Battle Guides and Character Guides.
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PS5-compatible arcade sticks and leverless controllers are supported, and button inputs can be customized. A standard gamepad is sufficient for learning the controls and beginner combos.
Common beginner problems and fixes
“My repeated-button combo stops early.”
Check that the starter actually connected and that you did not press a remapped button. Turn on command input display and try the route against a stationary bot. If the Skill follow-up still does not occur, verify that the character has the expected Link Attack in the current command list.
“I cannot tell Assemble Counter from Crossover.”
Remember the state requirement: □ + × while not guarding is Assemble Counter; □ + × while guarding is Crossover. Practice each from a clean reset so the guard state is unambiguous.
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“The wrong teammate appears.”
Review the directional mapping: neutral or → calls the second teammate, ↓ calls the third, and ← calls the fourth. If you changed button assignments, confirm the Assemble and L2 functions in the control settings.
“My Command Input works sometimes.”
Use Quick Skill temporarily, slow the motion down, and watch the command display. Once the motion is reliable, compare it with the one-button version. The benefit of Command Inputs is qualitative—slightly more damage and more Skill Gauge—not a published numeric bonus that requires perfect execution in every situation.
“A combo from a video does not work for me.”
Check the character, patch, side of the screen, remapped controls and training settings. Character-specific routes can be patch-sensitive. Verify the command in the current game rather than assuming a route shown in an older video is universal.
A focused practice plan for your first sessions
Session 1: controls and defense
- Complete Startup Battle Basics.
- Confirm Square, Triangle, Circle, X, R2, L1 and L2 in the control menu.
- Practice standing guard, crouch guard, Assemble Counter and Crossover separately.
Session 2: one-character offense
- Practice L → L → L → L until the Skill transition is consistent.
- Add M → M → M and H → H → H.
- Use the damage display only after you can repeat each route reliably.
Session 3: team actions
- Call each teammate with the correct direction plus ×.
- Switch directly with direction plus L2.
- Respond to the “Switch?” prompt after an assist.
Session 4: pressure and verification
- Use a recorded bot attack to test defensive timing.
- Try the L → M → H → Skill → Assemble Rush → Follow-up Attack example if your character supports it.
- Inspect the command display and update your notes when a character-specific input differs.
Session 5: real matches
- Play offline or casual matches with one goal, such as landing a Light Link Attack or making one successful Crossover.
- After each match, return to Training Mode and reproduce the situation that caused trouble.
- Only add Command Inputs or more complex team routes after the simpler version is dependable.
The core loop is simple: learn the universal buttons, repeat the Link Attack strings, then layer in team decisions. That approach matches the structure of the official tutorial and keeps execution practice tied to a clear in-match purpose.
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