New Marvel TOKON Matches: Full Breakdown & Review
Chapters7
Viewer notes high quality fighting footage and general excitement about the new build and its visuals.
Maximilian Dood breaks down Toon Tokon’s latest build, highlighting faster neutral, six-button fighting, richer tagging, and flashy new assists that shake up Marvel-style gameplay.
Summary
Maximilian Dood dives into Tokon’s newest build, showing off how the game looks and feels with the updated tagging system, new characters, and refreshed neutral. He notes the shift to a six-button setup, the return of normal assists, and the way assists now influence pressure and combos in real time. The footage spotlights Wolverine’s projectiles that cut through other projectiles, Danger’s teleport behind you, and Star-Lord’s theme blending into the hype. He also dissects how wall breaks and gray health changes alter traditional conversions, and he compares the game’s neutral to Dragon Ball Fighters while avoiding big auto-combo reliance. Throughout, Maximilian emphasizes that tagging is now far more versatile and that the overall tempo is quicker and more “improv” friendly, even in 1v1 play. He coins the vibe as a substantial upgrade that makes the game feel more dynamic, with more viable team setups thanks to normal assists and a broader toolkit. The mood is excited but critical: there are still rough edges to polish, but the direction feels right and promises deeper, more creative player expression. Finally, he hints at how experimenting with four-character familiarity could unleash even wilder possibilities once tagging and stylish gauges are fully leveraged.
Key Takeaways
- The game switches to six-button control, removing the previous five-button option and changing how players structure inputs.
- Normal assists are back and now interact with the pressure and conversions in ways that weren’t possible before, expanding mid-combo decision-making.
- Tagging has become far more practical and impactful, with a dedicated tag button and many more opportunities to bring in characters for flexible mixups.
- Gray health exists and recovers, affecting how players manage life and resource gain across a round.
- Air-to-ground assists look especially clean and provide new path options for extending combos and pressuring the opponent.
- Wolverine’s projectile can break through other projectiles, redefining how priority and zoning work in neutral.
- The overall pacing feels faster and more dynamic, akin to Dragon Ball FighterZ-style neutral without the old auto-combo spam or super dash mechanics.
Who Is This For?
Essential viewing for players who followed the Tokon beta and want to understand how the new tagging, six-button layout, and the two new characters (Danger and Morgan/Magic-related mixups) reshape high–level play. Also valuable for Marvel vs. Capcom fans curious about how this updated system changes neutral and offense.
Notable Quotes
"Danger holds down the teleport button, she ports behind you."
—Demonstrating Danger’s teleport mechanic and how it affects pressure and surprise factor.
"The tour portals stay out till you use them. They stay out for quite a while."
—Explains how the new portal/assist dynamics persist on screen, shaping zoning.
"This game is officially a six button fighter now. Officially you can play it with five buttons before. Not anymore."
—Direct note on the input scheme change and its practical impact.
"You can cancel that. You can make it a little bit safer by going into unique."
—Describes cancel options and the new safe-landing/training wheels within combos.
"Damn, she can TP out of pressure. Out of the way. Is she just cloud? I mean a little bit with like limit break."
—Magic/Morgan-like character (Magic) escape via teleport, affecting pressure and mixups.
Questions This Video Answers
- How does the six-button change affect Tokon matchup strategy?
- What makes tagging in Tokon feel more like Dragon Ball FighterZ neutral?
- Can Danger's teleport behind you be punished reliably in high-level play?
- What are gray health changes and how do they affect comeback attempts in Tokon?
- How do air-to-ground assists alter combo potential in the latest Tokon build?
Tokon (Marvel TOKON)Maximilian DoodDanger (Marvel TOKON)Morgan (Magic)Wolverine (Tokon)Ghost Rider (Tokon)Star-LordDragon Ball Fighters-inspired neutralTag systemGray health
Full Transcript
Let's go. Yeah, let's just check it out. This is just really high quality fighting footage of Tokon latest build. I just get to highlight some things that I saw and I played about what's changed about the game. Cybernetic Flyers versus Hellbound Brawlers. I like it. It reaches back to uh Marvel Superheroes versus Street Fighter. Sensors detecting rainbow energy fluctuations. Recommend magic retires from the fight. Oh, Bib, put your sensors somewhere else. Danger. I don't take advice from robots or anyone. Brace yourself. Round one. Fight. Got this. Damn. We're going to have to add our own audio.
All right, let's take a look. So, yeah, when Danger holds down the teleport button, she comes she she she ports behind you. Wolverine's goofy projectile assist. It's mega slow, chat. Already the game looks way more interesting. That's on me. Damage 17 seconds. Hold on a second. I have to enhance this. I think Star-Lord Star-Lord theme goatated theme. Wow. Oh, LOOK AT THIS COMBO. HOLY [ __ ] What the hell was that? Sailor. That crossover is too good still. You got to get the counter. Yeah, danger is so weird to use. What the hell? Did that teleport behind?
Is it finished? Ready to deploy. Round two. out of the way. Okay. Yeah, this stuff was tough to use. Whoa, she almost converted off that. I wonder if you can get an assist after. Tag's still weird. So tag changed to being an entirely different button no matter what. There's no option anymore. You have to press a dedicated tag button. So the game is officially a six button fighter now. Officially you can play it with five buttons before. Not anymore. Jesus. The tour portals stay out till you use them. They stay out for quite a while.
Can we do this? I'm ready. Got this, dude. I think the Wolverine assist might be good cuz you have to protect him. But it blasts through other projectiles which is really good. As long as this is a Star-Lord's theme, dude. Star-Lord theme from Toon. Yep. Morgan mixups. Cool. Okay. Wow. Wow. All right. She like she's doesn't have like the projectiles exactly like Morgan, but very similar. Yeah, I know. I love this song. Like this is fighting game music, bro. Wow. Wolverine not doing the generic. Is he doing hilarious? No, it was hilarious. So yeah, even still doing the old like the old basic air, but we're still doing really good damage.
I do hope that there is a bit incentivization with like the um uh with the the current like stylish system. Oh wow, she went into to uh big double trigger mode. I do hope this new stylish system like really rewards you for getting crazy combos. Nice. Looking so sick, dude. We actually get normal assists now. It just changes the dynamic of the entire game when it isn't the exact same thing happening every time. Dude, the pressure looks very similar to Dragon Ball Fighters. I I'm telling you, the neutral of the game now plays like Dragon Ball Fighters without big whipping auto combos and no super dash.
That's what it remind me of. Danger has an eno dash. And by eno dash, you mean a morgan dash. I think the goal of this first video is that they don't change characters too much to show that yes, you can still play it like a 1v one game. Absolutely. Wonder if the other footage has even more stuff. That's a cool combo. Wow. into setup. I don't know, man. If it's just me, even seeing the game like in a 1v one style without a lot of tagging, this already looks so much more interesting. It already looks way more interesting.
I think it also helps that there's two new characters, right? We're not seeing the exact same stuff. Yeah. like your your approach and your neutral and how you approach is so much different now that you can use different assists. What in the hell is out of control? Damn. God damn. Let's see. That was the end of that one. This is I looked a bit into uh danger in the comics. She is not like this. She is very angry. Like she's a they they did the polar opposite of what danger is like in the comics. Like they made her like the cute robot girl instead of being extremely pissed off robot chick like to fight.
Wow. Stormless looks better. Always a great tragedy. Got to admit, Auroro, I've fought most of my friends. Round one. It's my team. It legit is, dude. Player two is actually using the team that I used the whole time. Nothing can kill me. Help away. There was the air to ground assist. You just got to see it. The weirdest part is that you can't use it in combos right now. I don't know. That might change. Leave it to me. Wow, dude. Jumping over. Wow. So much better. You got it. That should cause Yep. All ready. Yeah, Wolverine was very fun.
What the hell was that? What was that counter? Did he have armor? Okay. Did you use directional assist instead of the generic tackle during combos all the time? The generic tackle was still very good. I think uh the generic tackle also like brought the meter down even more than the traditional assist did, which I think is kind of backwards. I think the generic tackle should not give you like combo gauge return using your normal assist. The generic tackle is easy to do. Like that Spider-Man, he used the the shot assist, right? Excellent. Good start. Let's keep this up.
Rounds can still be pretty long, right? There are very specific moves that cause wall break. Now, yes, not just supers. Throws do um assemble auto combo does, the square auto combo does. Certain specials do as well. stands. Wow. What the hell is that? Does he have like a command overhead? Here I go. Here I go. You got it. Is there any incentive to tag out? Uh second right now. Not directly. Still no. I can go anytime. Round three. Yeah, combos got longer. They were short before. like you really had to figure out ways to extend stuff and only some characters really could.
And it's because when you're in the air um you're allowed more hits in the air. Is tagging better than the first time? Tagging since it was given a unique button is better because it's easier to do. If we mean like functionally better, it is a bit more functionally better because since you can freely assist way more than you could before with the with the assists you want. Yeah. Your tag opportunities are are exponentially higher. Yeah, happy birthdays are kind of hard. Yeah, they're not super long. All right, the gray health change is interesting because it's like I don't know exactly how it works, but there is gray health now.
You know, I don't know exactly what's causing it, but you see how it's recovering on storm right now. Just naturally comes back. Look out. Jesus, they made me do this, darling. Yeah, Wolverine turns into Blanca in his level three. I swear no hard feelings. Give up while you still have all your limbs. Dude, Wolverine's muscles were breathing. I got to go back, bro. They have a Capcom nod. Wolverine's muscles are breathing. Like his arms and his legs are like expanding like it's Cyclops, dude. His legs are breathing. Holy [ __ ] His literal whole body is taking in oxygen.
That's an old weird Capcom reference from uh X-Men uh Children of the Atom. It's kind of neat. Cable and Cyclops and Wolverine had the same [ __ ] in the old games. Whoa. Yeah. Yeah, that's right. He's got that move. Nice full wall slum. Damn, this is a big ass combo. Air dashes are quick. I feel like they're faster. A man with a metal skeleton. That's Steve Lumis Wolverine. Should not stand against the power of light. Any DHC supers? You can. Yeah, I think it worked the same as before. The next shall be the last. Final round.
Damn, dude. Look at this pressure. because of because of how many assists you have. Like actual unique pressure now. They made me actual unique pressure because we get we get we get legit assists. Come on. Cool. At that point, you want to switch into Ghost Rider and do some do some lingering thing with Wolverine and switch to Ghost Rider. sandwich. No one's No one's countering the alpha counters. Nice. Look at this. How does Magic play? She might be my favorite character in the game right now to play as. You bet. You're dead. Here I go.
Dude, that entire combo was not using the generic Lariat assists. They were using the the normal assists. If you insist on fighting, consider rubber souls to counteract your adamantium laced bones. Unique unique dialogue on victory. Yeah, different stage of the planet rests on this. I will not hold back. The music sing. I have to hold back otherwise you'll be in pieces. Love the Iron Man music. Wow, he does have like a command overhead. That's good. Wolverine dive punch. Put the red on Wolverine. So when he does his unique and he collides with it, he gets a buff in the end.
The buff in the end gives him like four different routes with a wreck when you use the unique again. I think the biggest difference is that more things can happen now. You know, like when when we were playing Tokon before, only so much could happen. Like your ability to manipulate and interpret the situation from like moment to moment. There was only so much you could do and you had to like circumvent the game systems in order to call like assists in the correct way. It just felt very weird, you know? So now it feels like you have to impro improvise and use your assists in creative weird and different ways to open the person up.
And dude, we're not even seeing any tagging. Like this gameplay already looks good. And it's like a 1v one game still. And I'm telling you, by the time like I was I was playing and finishing at the end of like a three-hour session, we were tagging like crazy cuz tag was setting up for a lot more opportunities to go to do cool stuff. So, the fact that this already looks good and we're still focusing on 1 v one, you know. Look at that air to ground assist. I love them, dude. They look sick. I want to be able to do them in combo, but you can't right now.
Wolverine's weirdass like projectile. The medium one is a downward angled projectile. The game feels faster, too. I don't know what it is, but it just feels faster. You couldn't combo to assist on the ground before. You couldn't even use anything but the generic assist on the ground if you were hitting the opponent. It was brutal. away. So, after you do that, the knockdown from the Rea, you can call a generic assist or like one of your regular assists and it can pick up. So, you can get the buff mid combo with Wolverine and then continue with it to cash out.
Like, he's crazy. Seeing Wolverine air dashing around, dude. It looks like I'm playing Marvel 3 at E3 2010. That was when Chris Redfield and Wolverine were were air dashing. It was like, what? Yeah, everybody is going to be playing Wolverine. It's going to be like a Capcom game in the 90s. Wolverine will literally be on everybody's team, dude. Yeah, that was back when Marvel 3 had Universal Air Dash from TBC. Yep. Is this a BGM from the game? Yes, this is Iron Man's theme. Oh, this is Toon music. today. Nice. So, you can cancel that.
You can make it a little bit safer by going into um unique. Cool, dude. Imagine that. You can do anti-air assist with Spider-Man. Tag into him after. He's going to like do web zip up or some [ __ ] Whoa, we actually saw a combo breakout. Damn. Empty jump low with Wolverine's going to be gross. He has a 2L. Look at this. I'm going back, bro. Wolverine has a 2L. It's It's Jover. Look at that [ __ ] dude. Oh my god. Look at that [ __ ] Oh no. He's got a legit 2L. THERE WE GO. YEAH, that's what I'm talking about.
Holy [ __ ] You could have done more. Wow, he was doing more. That into level three would have been dope. I'm going back. I'm going back. Rea corner conversion. Still bouncing. Could have gotten more hits. Dude, what where were you at, dude? He was He didn't even hit red yet. And if we use if he if they used any other assist, he could have brought it down even more. Wow. Was using quarter circle back as like mobility. Wow. Play the Spider-Man theme. No. The music sync up again. Damn, Spider-Man works well with Storm. Holy [ __ ] There we go.
Nice, dude. This is This is the stuff. Nice. This is so cool. DAMN. DAMN. OH, DUDE. More assists. You had more. Look out. You had more. Do this, darling. I swear no harsh feelings. I'll save the Starlord theme for the next one. Do it again. Run it back, homie. You just can't control Auroro. That's cool that they have unique win quotes and intro quotes depending on the character. Now, this is legit the team I was playing. Like every character on this team I enjoyed playing like ev everyone where it was like I did not mind like you know how when we were playing the betas like you really didn't want to swap out to some characters like there wasn't enough characters in the game to feel like I'm down with everybody on my team.
Not really. Now it was like oh I'm I'm cool with any of these dudes. Like imagine when we actually have familiarity with four characters on a team how wild that shit's going to get. That shit's going to get crazy. Last one. Put your sensor somewhere in danger. I don't take advice from robots forever. See what happens in this one. Damn, dude. Crazy ass magic teleports up in neutral. This causes permanent ground bounce now. No more does like the weird sometimes it ground bounces, sometimes it doesn't. No, no, no, not anymore. got this Chad. The other big change is that since every like beginning combo interaction isn't starting with the light combo like autocombo, you know, you notice that when the characters are like getting close and hitting each other, they're not only doing the one thing, you know, and I'm not kidding you, like 95% of previous Toon matches when characters got close to each other, you would see the one thing every single time.
every time. It was just like, so we were just watching the same thing happen over and then the same combo over and over and over and the same assists over and over and over and they were good. Like it was leading to a ton of damage. Damn, she has a great level one. Did the portal TP her projectile? It does. Yes. Ready when you fight. See, that's what's about Wolverine's projectile. It breaks through others. I was like, this thing sucks. Actually, it might be good. Damn, she can TP out of pressure. Out of the way.
Is she just cloud? I mean a little bit with like limit break. I mean a little bit. Whoa. What the hell? Dude, she there's a portal in front and she does super. She teleports behind you. Oh my god. The super hits behind you if there's if there's a teleport on screen. Wow. This is not my gameplay now. This is provided footage. We couldn't capture our own gameplay. Damn. How many assists are on screen? Not any not many huge changes on Doom. No, he felt mostly the same. I tried some of his like swaggy combos. They still work.
Here we go. So much pressure. Jesus. She's been in the corner forever. Damn. I love the way that special looks. The flame pillar. Wow. I want to see this combo. Is this game way better now? It indeed is. It's not perfect. There's still some things I think need like a little bit of refinement because so much has changed that some of it doesn't like work together as well, but it is way better. It's way better. I was legit having a great time playing it. Yeah, all the footage is strictly like one v one. I do hope that we get some uh stuff that shows off how much fun the tagging is now.
Wow, did that ghost rider air to air assist or I'm sorry, air to ground. I think the air to ground assists are mad cool, dude. I want to see more of them. Holy [ __ ] that didn't kill. Magic has a DP. Yeah, she has a fireball, uh, a DP, a combo extender, a combo finisher, and also a down, which is the flame pillar. And then she also has like soul bad guy install. She has dragon install/devil trigger. Bit closer to soul bad guy. Wow, dude. She canceled OUT OF THE WHAT the Hold up. Wait a minute.
Did you cancel DP into teleport? That's That is DP canceled into teleport. Holy [ __ ] Soul doesn't have an install. I realize that people are only familiar with Guilty Gear from Strive. Cool. Oh yeah, you can combo into it. I was like I'm like literally dude I want dragon install combos. Yeah. I have to have to figure out some nutty thing. And this is the unique super finisher. Yep. I think you'll need to adjust your settings. You can't call that danger. What do I got? I I'm glad that there's some footage to at least show it.
Here's the thing, chat. I think the game's even cooler than what they showed off here. Like, I think once you actually seeing the full breadth of uh of of tagging and rotating around and how many more opportunities there are to tag now, there's just way more because you get to call your assists whenever you want. There's no more limitations of like how and where you get to put these characters out. No, now you just get to choose wherever like like a traditional tag game. And because of that, you get to tag to them with with a specific tag button, making it making the opportunities and the improvisation in neutral, much less conversions, huge.
Like now there's a ton of stuff. You know, Dragon Ball Fighters has a traditional tag. This game has handshake tag, right? This game isn't technically an active tag game. It's an is by many definitions an active tag, but it's a handshake tag game similar to BB tag and similar to like 2x KO. If you want to feel how the tagging sort of works in this and why it's good to bring characters in at certain times, yeah, play like 2x KO, you'll understand. And I I hope that the the back end of the systems like this is just this is just things that I want changed in the game.
The stylish combos, what gauges uh whether or not this combo is going to do a lot of damage or if it's like a unique cool combo. I hope that tagging, bringing in characters and swapping out your main character is a thing that makes that stylish gauge go higher. Yeah. Yeah. I think that would be cool. I think that makes sense because a reminder chat, tagging your characters comes with risk. Like in this game, you you completely [ __ ] with the composition of your team if you're tagging a lot. It does set up more opportunities to mix up and [ __ ] but it leaves you at a detriment.
Like you from a competitive standpoint, you know that this assist does that, that assist does that, that assist does that. I don't want to [ __ ] with this, you know? So, why would I? Unless there's a reason to. Unless there's a good reason to swap them out. And yeah, if there was recovery of gray health, more stylish rating on combos that give you higher damage. Yeah, there's a good reason to swap them out and deal with the fact that my assists are all [ __ ] up. Yeah, that that's a mechanical incentive to to tagging. You know, I just it to me it just feels way better.
Even though we don't have direct mechanical incentives to tagging right now, it does feel way better that the opportunity to bring in to tag into other characters, dude, those opportunities are like like 10 times more than they were before. Way more. Everything was off like a lariat assist before or like a crazy gimmick that had had you focusing on like glitching a character in when they're in neutral instead of on hit. Like it was it was weird. It's a lot different. And it's fun. It's just fun figuring out all these opportunities, dude. Heat. Hey, Heat.
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