Danger
招式数
8

DangerDanger

专属计量槽

Danger(Danger)在 MARVEL Tōkon: Fighting Souls 中作为 Unbreakable X-Men 的一员登场,同队还有 Storm、Magik、Wolverine。本页介绍其身份背景、所属队伍、引擎记录上的角色专属系统以及招式表。

Danger 的玩法与定位

定位

Device Setplay / Chip Zoner

Danger builds a network. She places devices, arms them with beams, teleports between them, and grinds the opponent down with chip damage from angles they cannot all cover at once.

Calibrate devicesChip damageTeleportSmallest movelist
难度

On paper Danger has the smallest movelist in MARVEL Tōkon — eight entries against Deadpool's twenty-three. In practice she has one of the largest, because Calibrate is a multiplier rather than a move. Every device on screen changes what Holobeam does, where Translocation can take her, and how much Synchrobeam is worth. Her movelist is short because most of it is conditional.

Her damage model is unusual too. Drill Piercer is a multi-hit drill with heavy chip damage, and Heavy can send the drill flying. Against an opponent who defaults to holding guard, Danger is one of the few characters in the game who is genuinely happy about it — she does not need to open you up to win the exchange.

优点
  • Calibrate creates three devices at once, which is a huge amount of screen presence from one input
  • Drill Piercer's heavy chip damage punishes opponents who just hold guard
  • Translocation is both an escape and a repositioning tool, warping to devices when several are out
  • Synchrobeam fires every device alongside it — meter that scales with setup
  • Metamorphosis permanently powers up Drill Piercer for the round, so the Ultimate compounds
缺点
  • Without devices on screen she is a plain, slightly slow zoner
  • Calibrate takes time to place, and aggressive characters will not give it
  • Heavy Skills cost 25 gauge each on a character who wants meter for Synchrobeam
  • No invincible reversal — Translocation is an escape, not a counter-attack
  • Requires knowing what each device does to each Skill, which is real study

Danger 的战术思路

Danger's round has an arc: place devices, arm them, fight from inside the network, and cash out with Synchrobeam while everything is on screen.

PhaseWhat to doWhy
OpeningHoloseeker and Holobeam at rangeCheap pressure that costs no gauge on Light/Medium
SetupCalibrate when you get a knockdownThree devices from one input is the best trade in her kit
NetworkHolobeam to arm, Translocation to repositionFight from angles the opponent cannot all watch
Cash outSynchrobeam with devices upEvery device fires alongside it
The Danger arc — Synchrobeam is worth far more at the end than the start

Neutral. Holobeam is the primary — Medium angles it and Heavy fires two ways. Holoseeker is the homing option and, usefully, it can be used before Holobeam or straight after it by repeating the input, which gives Danger a natural two-projectile pattern that costs nothing on the cheap versions. Between the two she can hold a screen comfortably.

Setup. Calibrate is the move the character is named for in spirit. One input, three devices, and those devices change how everything else behaves. Place it after a knockdown or behind an assist — never in open neutral against a rushdown character, because the recovery is exactly the window Wolverine or Spider-Man is waiting for.

Pressure. Drill Piercer is the pressure tool: multi-hit with heavy chip damage, and Heavy can send the drill flying as a separate threat. Kill Switch is the mix-up — a multi-hit lunge with assorted weapons that can cross through the opponent on hit, which changes which side you end up on. Between chip that punishes blocking and a crossing lunge that punishes standing still, she has a real offence and not just a wall.

Movement and escape. Translocation floats up and teleports, or warps to a Calibrate device — and when several devices are out, the direction you hold picks which one. That makes it a genuine repositioning tool inside your own network rather than a fixed escape. It is not invincible, so treat it as movement, not as a reversal.

Danger 的核心招式

Eight moves total, and one of them changes the other seven.

Calibrate

专属
UUnique
PSR1XboxRB

Fires a projectile that sets up three devices, which change how her other Skills behave.

The character. One input sets up three devices, and those devices change how her other Skills behave. Everything Danger does well starts here.

  • Place it off a knockdown or behind an assist, never in open neutral.
  • Devices are what make Synchrobeam and Translocation worth their cost.

Holobeam

技能25 点技能槽(仅重击版本)
LMH↓↘→ + Light/Medium/Heavy
PSXboxXYB

Beam projectile. Medium angles it, Heavy fires two ways, and it arms any Calibrate device it touches.

The primary projectile, and it arms any Calibrate device it touches — so it threatens and maintains the network at the same time.

  • Medium angles it, Heavy fires two ways. Aim through your devices.

Holoseeker

技能25 点技能槽(仅重击版本)
LMH↓↘→ + Light/Medium/Heavy (Hold)
Hold
PSXboxXYB

Homing projectile, usable before Holobeam or straight after it by repeating the input.

The homing option, usable before Holobeam or straight after it by repeating the input — a free two-projectile pattern.

Drill Piercer

技能25 点技能槽(仅重击版本)
LMH↓↙← + Light/Medium/Heavy
PSXboxXYB

Multi-hit drill with heavy chip damage. Heavy can send the drill flying.

The chip engine. Multi-hit with heavy chip damage, and Heavy can send the drill flying. This is why holding guard against Danger is not safe.

  • Metamorphosis permanently powers this up for the round — the Ultimate and this move are one plan.

Kill Switch

技能25 点技能槽(仅重击版本)
LMH↓↙← + Light/Medium/Heavy (Air OK)
Air OK
PSXboxXYB

Multi-hit lunge with assorted weapons that can cross through the opponent on hit.

The mix-up. A multi-hit lunge that can cross through the opponent on hit, changing which side you finish on.

Translocation

技能25 点技能槽(仅重击版本)
LMH↓↓ + Light/Medium/Heavy
PSXboxXYB

Floats up and teleports, or warps to a Calibrate device, chosen by direction when several are out.

Movement and escape. Floats up and teleports, or warps to a Calibrate device — with several out, direction chooses which.

  • Not invincible. Use it to leave a situation, not to beat an attack.

Synchrobeam

超必杀技50 点技能槽
MH↓↘→ + Medium/Heavy (Air OK)
Air OK
PSXboxYB

Huge forward beam, and any Calibrate devices fire alongside it.

The Super, and it scales with your setup: a huge forward beam that every Calibrate device fires alongside.

Metamorphosis

终极技能100 点技能槽
MH↓↙←→ + Medium/Heavy
PSXboxYB

Spreads her wings into a rising attack, and permanently powers up Drill Piercer for the round.

The Ultimate. A rising winged attack that permanently powers up Drill Piercer for the rest of the round — an investment, not a finisher.

  • Used early it makes every subsequent Drill Piercer better. That is often worth more than the damage.

Danger 的连段

Basic confirm

1L
2M
3H
4Drill Piercer
LMH↓↙← + Light/Medium/Heavy
PSXboxXYB
Light — free

Drill Piercer is the default ender. Use the Light version so you keep gauge for Synchrobeam.

Setup off a knockdown

1L
2M
3Kill Switch
LMH↓↙← + Light/Medium/Heavy (Air OK)
Air OK
PSXboxXYB
knockdown
4Calibrate
UUnique
PSR1XboxRB
three devices while they recover

The most important sequence Danger has. Trading damage for a full Calibrate is almost always correct.

Arm the network

1Holobeam
LMH↓↘→ + Light/Medium/Heavy
PSXboxXYB
fired through your devices
2Holoseeker
LMH↓↘→ + Light/Medium/Heavy (Hold)
Hold
PSXboxXYB
repeat the input
3L
4M
5Drill Piercer
LMH↓↙← + Light/Medium/Heavy
PSXboxXYB

Holobeam arms whatever it passes through, so this pattern maintains the setup while applying pressure.

Cross-up conversion

1Kill Switch
LMH↓↙← + Light/Medium/Heavy (Air OK)
Air OK
PSXboxXYB
crosses through on hit
2L
3M
4Drill Piercer
LMH↓↙← + Light/Medium/Heavy
PSXboxXYB

Kill Switch changes sides on hit, so the follow-up starts from a corner position the opponent did not expect.

Synchrobeam with the board built

50 Skill Gauge
1Calibrate
UUnique
PSR1XboxRB
devices already out
2L
3M
4Synchrobeam
MH↓↘→ + Medium/Heavy (Air OK)
Air OK
PSXboxYB
devices fire alongside

The same 50 gauge is worth dramatically more with three devices on screen. Never Synchrobeam on an empty board.

Danger 的队伍配合与支援

支援定位Space-denial assist

A called Danger can leave chip pressure and screen presence behind for a teammate, and Drill Piercer's heavy chip is unusually valuable as an assist because it punishes the guarding the point character is already forcing. What she needs in return is simple: someone who buys her the moment to place Calibrate.

Danger is a poor point character and a very strong second. She needs the opponent occupied to set up, and her payoff arrives later in a round rather than at the start — which is exactly the shape of a second slot in a MARVEL Tōkon team.

Danger 的对局

Danger loses to speed and wins against patience. Against rushdown, abandon the full Calibrate plan — play Holobeam and Holoseeker honestly, use Translocation purely as an escape, and only commit to devices when you have earned a genuine knockdown.

Danger has the shortest command list in MARVEL Tōkon and the deepest one — Calibrate deploys three devices that change what every other Skill she has actually does. Danger 是一名 Device Setplay / Chip Zoner,难度为 5 分中的 4 分。 其核心特点为 Calibrate devices、Chip damage、Teleport、Smallest movelist。

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Danger 玩法常见问题

How does Calibrate work for Danger in MARVEL Tōkon?

Calibrate is Danger's Unique move. It fires a projectile that sets up three devices on screen, and those devices change how her other Skills behave. Holobeam arms any device it touches, Translocation can warp her to a device instead of teleporting normally, and her Super, Synchrobeam, makes every device fire alongside it. Without devices out, Danger is a fairly ordinary zoner.

Is Danger hard to play in MARVEL Tōkon?

Yes, though not because of execution. Danger has only eight command list entries — the fewest on the roster — but Calibrate modifies most of them, so the difficulty is knowledge rather than dexterity. You need to know what each device does to each Skill, and you need to find safe moments to place Calibrate against opponents who will not give you any.

Does Danger do chip damage in MARVEL Tōkon?

Yes, and it is a core part of her gameplan. Drill Piercer is a multi-hit drill described as having heavy chip damage, and Heavy can send the drill flying as a separate threat. Her Ultimate, Metamorphosis, permanently powers up Drill Piercer for the rest of the round, so using it early compounds every subsequent Drill Piercer rather than acting as a finisher.

When should Danger use Synchrobeam?

With devices already on screen. Synchrobeam is a huge forward beam that every Calibrate device fires alongside, so the same 50 Skill Gauge is worth dramatically more with a full board than on an empty one. Placing Calibrate and then converting into Synchrobeam is the correct order; spending it in neutral with nothing out wastes most of its value.

Why does Danger run out of Skill Gauge in MARVEL Tōkon?

Because every one of her five Skills costs 25 Skill Gauge on the Heavy version. Light and Medium are free. With Synchrobeam at 50 and Metamorphosis at 100, a few Heavy Holobeams can easily cost you the Super you were building toward. Play neutral on Light and Medium and save Heavy for when you need the extra angle or the flying drill.

Who counters Danger in MARVEL Tōkon?

Fast characters who deny setup time. Wolverine's X-Force erases her beams and his Berserker strings never give her a window for Calibrate. Spider-Man's Web Zip closes distance faster than she can rebuild the network. Magik's teleports arrive next to her regardless of what is on screen. Against all three, drop the full setup plan and play a simpler zoning game until you earn a knockdown.