MARVEL Tōkon Offense Mechanics

All 11 Offense 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.

Offense mechanics

Attack states and the engine parameters behind them — counter-hit, combo limit, damage scaling, and the wall and ground bounces that extend a combo.

Normal Attack

Standard attack buttons.

EnableNormalAttack

Special Attack

Command special moves.

EnableSpecialAttack

Throw

Grab / command throw state.

CmnActCapture

Blowoff

Launching / blow-away hit state.

CmnActBlowoff

EX Damage

Enhanced damage reaction state.

CmnActExDamage

Break-In

Break-in attack sequence.

CmnActAirBreakin

Counter Hit

Hitting during an opponent's startup; 59 dedicated engine parameters.

AtkCounterHitType

Combo Limit

Per-move cap governing combo length.

AtkComboLimit

Damage Correction

Damage/combo scaling ("hosei" = correction).

AtkNoHosei_Damage

Wall Bound

Bouncing an opponent off the stage wall.

AtkWallBoundCountCounterHit

Ground Bounce

Bouncing an opponent off the floor.

AtkLandBoundCountCounterHit

Offense covers 11 of MARVEL Tōkon's 46 system mechanics. Attack states and the engine parameters behind them — counter-hit, combo limit, damage scaling, and the wall and ground bounces that extend a combo. The entries here are Normal Attack, Special Attack, Throw 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 Offense FAQ

How does combo scaling work in MARVEL Tōkon?

Two mechanics govern it. Combo Limit is a per-move cap on combo length, and Damage Correction scales damage as a combo runs long. Together they mean route quality matters more than route length.

What does a counter hit do?

A counter hit lands during the opponent's startup and is one of the deepest systems in the game — the engine carries 59 dedicated counter-hit parameters, and wall bounce and ground bounce both have separate counter-hit counts. In practice a counter hit does not just add damage, it changes what the hit is worth.

What are wall bounce and ground bounce?

Wall Bound bounces the opponent off the stage wall and Land Bound bounces them off the floor. Both are limited resources within a combo, which is what stops routes running indefinitely and is why corner combos differ from midscreen ones.