Marvel Tokon Fighting Souls makes combos easy to start, but there is still plenty of room to get creative once you understand the system.
I was using a PS5 DualSense controller. So for me, the default layout maps to X, Triangle, Square, Circle, D-Pad, L1, L2, R1, and R2. Here are the best Tokon beginner combos.
Table of Contents
PS5 controls for combos
Before you start, know the default PS5 layout:
- Light Attack (L) is Square
- Medium (M) is Triangle
- Heavy (H) is Circle
- Unique Attack is R1
- Assemble is X
- Quick Skill is R2
- Quick Dash is L1
- Quick Assemble is L2
Tokon’s combo system is built around easy button chains and team actions.
Marvel Tokon Fighting Souls Universal combo routes
These are the basic routes you must learn first. The game’s Link Attack system lets you chain the same attack button repeatedly, so you can build real combos.
| Universal Combo | What it does |
|---|---|
| Square > Square > Square > Square | This is the easiest light route and works as a simple auto-combo-style string. |
| Triangle > Triangle > Triangle | This is your medium route and can lead into a Super Skill. |
| Circle > Circle > Circle | This is your heavy route and can lead into an Ultimate Skill. |
| Square > Triangle > Circle > down Circle | This is the most important starter combo to learn because it launches into an air follow-up. |
Marvel Tokon Fighting Souls beginner combo routes
Starter combo routes
The most useful beginner route is Square > Triangle > Circle > down Circle, then a jump chase into air buttons. This route is the best place to start because it teaches you the game’s basic combo logic without overloading you.
Assist extensions
Here’s how a basic assist extension should look:
- Start with Square > Triangle > Circle > down Circle
- Jump and continue with Triangle > Circle > down Circle
- Press X to call an assist
- Run forward and continue with Triangle > Circle or a special move
Air combo routes
Air combos are a big part of Marvel Tokon Fighting Souls, and they are much easier once you get comfortable with your launcher timing:
- Square > Triangle > Circle > down Circle
- Jump or use the chase mechanic
- Press Triangle > Circle > down Circle in the air
- Add X for an assist if you want more damage
Wall-break routes
Wall breaks are one of the strongest parts of Tokon’s combo structure. Certain throws and special actions can trigger stage transitions. Some characters can use back special-style tools to break the wall and push the match into the next phase.
- Start with your normal launcher combo.
- Use your air follow-up or assist to carry the opponent.
- Finish with a special or character tool that triggers the wall break.
Wall breaks matter because they do more than add damage. They can reset the pace of the match, open the team up again, and give you another chance to keep pressure rolling after the transition.
Super and ultimate finishers
Super Skills cost 50 skill gauge, while Ultimate Skills cost 100 skill gauge. This means your route choice should depend on how much meter you have and how much damage you need.
- Triangle > Triangle > Triangle when you want a Super Skill finisher
- Circle > Circle > Circle when you want to cash out with an Ultimate Skill
Longer starter route into R1 when your character has a strong unique finisher that is worth spending on. If the combo is already scaling hard, end it with a super or ultimate instead of trying to stretch it too far. That keeps your damage reliable and avoids drops.
Marvel Tokon Fighting Souls’s character roster is built in such a way that it feels different in the air and on the ground. Some characters have unique mobility restrictions, which means their combo routes will naturally differ from characters with better aerial options.
That’s why this starter route should be your priority. Once you can do that consistently, it becomes much easier to test each character’s unique special, attack, and assist timings.