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.
EnableNormalAttackSpecial Attack
Command special moves.
EnableSpecialAttackThrow
Grab / command throw state.
CmnActCaptureBlowoff
Launching / blow-away hit state.
CmnActBlowoffEX Damage
Enhanced damage reaction state.
CmnActExDamageBreak-In
Break-in attack sequence.
CmnActAirBreakinCounter Hit
Hitting during an opponent's startup; 59 dedicated engine parameters.
AtkCounterHitTypeCombo Limit
Per-move cap governing combo length.
AtkComboLimitDamage Correction
Damage/combo scaling ("hosei" = correction).
AtkNoHosei_DamageWall Bound
Bouncing an opponent off the stage wall.
AtkWallBoundCountCounterHitGround Bounce
Bouncing an opponent off the floor.
AtkLandBoundCountCounterHitOffense 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.