
DangerDanger
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
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.
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.
- 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
- 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.
| Phase | What to do | Why |
|---|---|---|
| Opening | Holoseeker and Holobeam at range | Cheap pressure that costs no gauge on Light/Medium |
| Setup | Calibrate when you get a knockdown | Three devices from one input is the best trade in her kit |
| Network | Holobeam to arm, Translocation to reposition | Fight from angles the opponent cannot all watch |
| Cash out | Synchrobeam with devices up | Every device fires alongside it |
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)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)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)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)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)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
Drill Piercer is the default ender. Use the Light version so you keep gauge for Synchrobeam.
Setup off a knockdown
The most important sequence Danger has. Trading damage for a full Calibrate is almost always correct.
Arm the network
Holobeam arms whatever it passes through, so this pattern maintains the setup while applying pressure.
Cross-up conversion
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 GaugeThe 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
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.
WolverineWolverine forces them to block; Danger's chip makes blocking cost real health. A genuinely oppressive X-Men pair.
MagikPortals and devices both punish standing still, and each buys the other setup time.
HulkArmour walks in while the devices take away escape routes.
Black Panther (Shuri)Shuri picks the angle to attack from while Danger controls the ones she is not using.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
优势对局
Captain AmericaCap has to approach honestly, and Drill Piercer's chip means his patient blocking still loses health.HulkA slow grounded body inside a device network runs out of safe places to walk.Peni ParkerA setup mirror Danger wins — three devices from one input beats a random gadget draw.劣势对局
WolverineX-Force clears her beams and Berserker strings never give her the window Calibrate needs.Spider-ManWeb Zip closes the distance faster than she can rebuild the network, and she has no invincible reversal.MagikTeleports arrive next to her regardless of what is on screen, and Danger cannot punish the arrival.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.