MARVEL Tōkon Defense Mechanics

All 9 Defense mechanics in MARVEL Tōkon: Fighting Souls, out of 46 across the whole system. Each entry lists what the mechanic does and the engine parameter it maps to.

Defense mechanics

Blocking and everything you can do out of it: guard cancels into an attack or a dodge, air tech, deflect, and escaping a capture.

Guard

Standard blocking.

EnableGuard

Pre-Guard

Early guard window before an attack connects.

EnablePreGuard

Auto Guard

Automatic blocking, tied to the simplified control scheme.

EnableAutoGuard

Guard Cancel Attack

Counter-attack directly out of blockstun.

CmnActGuardCancelAttack

Guard Cancel Dodge

Evade directly out of blockstun.

CmnActGuardCancelDodge

Air Tech

Recover in the air after being launched.

CmnActAirTech

Lock Reject

Escape a lock/capture state.

EnableLockReject

Deflect

Repelled state when an attack is deflected.

CmnActHajikareCrouch

Wakeup

Rising from a knockdown.

CmnActFWakeup

Defense covers 9 of MARVEL Tōkon's 46 system mechanics. Blocking and everything you can do out of it: guard cancels into an attack or a dodge, air tech, deflect, and escaping a capture. The entries here are Guard, Pre-Guard, Auto Guard and the rest of the category.

Other mechanic categories

MARVEL Tōkon has 46 system mechanics in total. These are the rest.

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MARVEL Tōkon Defense FAQ

How do you escape pressure in MARVEL Tōkon?

There are 9 defensive mechanics to choose from. Guard Cancel Attack counter-attacks straight out of blockstun and Guard Cancel Dodge evades instead, while Assist Guard Cancel spends assist resource to do it with a teammate. Which one you reach for is a resource decision.

What is air tech in MARVEL Tōkon?

Air Tech lets you recover in the air after being launched, ending the combo early at the cost of a predictable recovery point. It is the main reason long air routes are not automatic.

What is auto guard?

Auto Guard blocks automatically and is tied to the simplified control scheme, so it comes as part of that input mode rather than being a separate toggle. Pre-Guard, an early guard window before an attack connects, is a distinct mechanic available regardless.