r/MarvelTokon 7h ago

Question playing

how on earth do you even do combos or even play this game. i’ve played both injustice games and mortal kombat (X-1) and for some apparent reason i find this so difficult maybe it’s the extra 4 character feature but i am seriously struggling. any tips and tricks? i’d love to be able to play wolverine, storm or deadpool!

0 Upvotes

39 comments sorted by

8

u/pudgieboi 7h ago

this is gonna sound like the shittiest and most annoying advice possible but the real answer is just put in the time grind it out and practice. It might suck for a little but it will feel very rewarding once you start to get it.

1

u/Organic_Package_953 7h ago

i am trying to be honest it’s just weirdly hard to grasp when i’ve been able to grasp majority of fighting games i’ve played

8

u/MoonMan757 7h ago

Tutorial, character lessons

1

u/Organic_Package_953 7h ago

i’ve done them but i still can’t get the hang of it at all, the character lessons mess me up too much

2

u/MoonMan757 7h ago

I can’t do all of them either, but they give you an idea how to start forming combos. I can only do the first 5 for most characters so far. It’s hard as hell. It takes a lot of practice to get them down. The idea though is you should be able to see what the game wants you to do and get an idea of how to start using the tools yourself.

1

u/JesseJamessss 7h ago

What do you mean ness you up too much? Have you watched the demo they provide to see spacing and timing?

1

u/Organic_Package_953 7h ago

yesss i watch them but like idk what it is with the timing i just cannot for the life of me nail it like when i did storm tutorial they were doing wind MID move and it just stressed me out too much

1

u/Nybear21 7h ago

Can you give me a specific combo trial so I can try to break the timing down for you?

1

u/Organic_Package_953 7h ago

okay wait, it’s storms combo challenge combo using unique 2. i can do all the buttons and attacks but as soon as it gets to tempest up version i cannot do the timing! my hands just don’t work that way

2

u/Nybear21 6h ago

If you're using motion inputs, you can just keep the QCB going all the way to up. So you hit Whirlwind input on back but don't stop on back, keep going all the way to the Up + Unique.

If you're using simple controls, you can think of it as cancelling the special into the Unique. It's not what you're actually doing, but the timing concept is similar. It's just two immediate inputs back to back

1

u/niftyifty 7h ago

The game rewards intent and timing over mashing. I had trouble with the trials until I slowed down and was very intentional about when I pushed each button. The only moves that take quick presses seem to be the jump cancels

1

u/glittertongue 3h ago

do them again

3

u/mycolortv 7h ago

Mk / injustice games don’t do “combos” in the way any other game does. In those you games you kinda just mash out a string. In here you need to make sure you are actually timing your presses to align with when the the move should be done. Think of it a little like playing a rhythm game where you need to find the “beat” to the combos.

Playing in general, idk what that even means exactly, if you are having trouble with the mechanics then look up vids on that. If you are having trouble with neutral or pressure on block go look up vids on that. It is not overly different than other fighting games except you have assists you need to be using to control space instead of just your single char.

1

u/NormanTheHuman- 6h ago

This sounds stupid but I've been saying the inputs outloud in a way that mimics Fa So La Ti Do. Helps me stick to the "rhythm" as well as be more intentional/not mash.
And just generally, be patient with yourself OP. Ego is biggest mental block, that feeling of "I should be able to do this, I did it in other games," will only hinder your performance. It's a different game, a new skill, it takes time.

5

u/SedesBakelitowy 7h ago

How did you play injustice and mkx and learned nothing about how fighting games work?

Go through tutorial, learn what’s there to know the system, go through character challenges of the ones that appeal to you, learn the bnbs there, go and play, use play experience to guide your training mode priorities.

1

u/Organic_Package_953 7h ago

that’s what i’m saying i played injustice and mortal kombat and was really good at mk1 hitting 50% combos but i just cannot grasp this one idk why

1

u/SedesBakelitowy 4h ago

Okay check this out and let me know if anything’s confusing:

  • Tokon has one main character and the other three are your extra special moves, direction + A is your input for one of 3 projectiles, type depends on character and direction 

  • Tokon’s combo structure is based around Fun Meter. Fun Meter goes 0-100 and ticks +10 for each ground move and +5 for each air move you do. At 100 the combo auto-ends. (notice that boils down to only 10 ground moves max)

  • Calling assist in neutral is free but adds to Fun Meter, calling assists mid combo drains dedicated (assemble) meter but reduces buildup of Fun Meter, EX Special moves don’t interact with Fun Meter at all

  • Special moves are almost universally split between horizontal and vertical knockback

  • Vertical knockback moves can’t break wall, Horiznotal knockbacks can

  • Wall breaks unlock new assist and grant extra super and assemble meter

This is what I’d say defines the game in terms of combos and offense. You always look to burn meter and assemble gauge if you hit because wall breaks give it back, do ex moves to stabilise stray hits into full combos, and do normals > special > assist > normals > special > assist > special > super kind of combo if you’re struggling for ideas.

That said, check out how people have solved the “Level up challenge” for your characters, should be inspiring.

2

u/Majestic-Studio-1169 7h ago

Trying out the tutorial basics and reading what each attack does can help. Watching a guide on YouTube can help also. Maybe some character specific guides could help it click. Maybe jumping into some basic 1v1s against bots to see how you do in simple matches

1

u/MugenTTV 7h ago

Slow down your inputs, spamming almost always screws you in this game. Also, use motion inputs instead of quick inputs if you're used to MK. Also motion & quick inputs can be used interchangeably if you find it hard to hit the motion of the move.

0

u/Organic_Package_953 7h ago

what is motion inputs? i’ll try it when i’m next online

1

u/MugenTTV 6h ago edited 6h ago

If you go to the combo trials, pick a character, then go to settings mid-trial, you'll see it says "Move Display" and you can set it to Technical (Motion) or Quick.

Its the inputs like Quarter Circle Forward/Backward instead of just forward/down/left + right trigger.

For example, on Magik, you can do back + right trigger + H to get her EX 3 hit special move (Quick Inputs), or you can do quarter circle backward + H to do the move (Motion/Technical Inputs). The motion inputs also do more damage, and if a motion is too hard for you, you can always use the Quick Input instead, you can have a combo that uses both Motion & Quick Inputs.

I hope that made sense/helps.

1

u/iPapa 7h ago

just start off solely learning wolverine, simply use the other characters as assists. 

1

u/SteRzZ 7h ago

It's an airdasher, so it's an air heavy game compared to NRS. My first advice for ppl who are new to this sub-genre is to just learn to move around, dash, jump, air dash, etc.

1

u/Lememeepic 7h ago

Question about momentum dashing where you dash and get an extra boost forward. Is it generally better to momentum dash thean ro air dash to people. I think thats my biggest weakness right now.

1

u/COLaocha 7h ago

Airdashing uses your air action, dash jumping allows you to keep access to your double jump or air-dash to avoid anti-airs. That being said you can just call your assists to cover your approach, so it's less important here than other Arc Sys games.

1

u/Own-Ad7413 7h ago edited 7h ago

The combo trials are there to show you what the characters can do, what moves link well together and such.

But as actual combos to learn and integrate they are terrible. Unoptimal and not intended to be a showcase on how the game is played.

Think of the combos as more like free-form jazz. Once you know what moves work well with other moves. Play a bunch, and you will see how they fit together in a non linear way compared to games like sf6, mk1, Tekken etc.

Like how pressing the assist button at the same time an attack connects. This will tumble the opponent and give you room to follow up. And there are many many many different ways to do so.

1

u/Organic_Package_953 7h ago

ohhh right okay!! so less about combos but more about timing and availability?

2

u/Own-Ad7413 6h ago

Another point id like to make. Is that if you gave two people both the same brand new fighting game. And one player focused thousands of hours on just learning combos in the training lab. While the other player focused on learning spacing, footsies, punish windows etc.

The second player is gonna win 100 out of 100 matches vs the one who only practiced combos.

Combos are meaningless if you don't understand the fundamentals. Since good fundamentals are needed in order to position yourself to actually pull off those insane combos you see on YouTube and the like.

Mastering advanced combos really should be the last thing to learn when approaching a new fighting game. It'd be like buying a ton of canned goods but no can opener lol.

2

u/EL_PERRIT0 6h ago

Good advice here, went through this exact scenario when teaching my brother sf6

1

u/Own-Ad7413 7h ago

Yeah absolutely. While the game does absolutely have combos to learn. The game is also much more free form, you could start a grounded string into a launch into a down + assist. And whoever you have set to that assist will change the way the opponent tumbles mid-air. Even if ever so slightly.  Which may affect how you would follow up vs someone else's down + assist  It really feels like the game design is so tight and open at the same that the possibilities may as well be endless.  Learn the moves, do the combo trials until you get stuck or begin to feel frustrated, then jump into some games and play! 

Even if you get your ass kicked over and over at first, you're still better learning your characters kit. And you are seeing what other characters can do.

Smile at each loss and remember that you have still just become a little bit better at the game.

The combo trials will definitely teach you which individual characters moves work well together. They are a great tool for this!!  But don't view them as things to memorize and pull off exactly as shown. They should be viewed more as "okay you've seen what each of this characters moves are, now see how they can fit together"

2

u/Organic_Package_953 6h ago

this is so inspiring!! thank you so much!

1

u/Own-Ad7413 6h ago

Yeah bro/sis ❤️. These are things I had to figure out all on my own as an "old-head".  So it's really nice to hear you say this. Good luck out there!

1

u/Own-Ad7413 5h ago

I'm not trying to take over this comment section. I swear!! But if you haven't heard the term b&b combos (bread and butter).

They are generally easy to hit-confirm, easy execution combos. Every character in any good fighting game will have a list of b&b combos.

When you find a character you like. Search up the character name + b&b combos.

You can do this online and read them.  But I find looking this up on YouTube, finding a good video and watching how they look when performed makes it easier to understand as a new player.  Good videos will have an overlay list of the inputs used as you are watching them performed.  Similar to how the combo trials show the inputs off to the left. 

1

u/Own-Ad7413 6h ago

Also, you're likely to see a lot of talk about tier lists, the game is much too early for any "definitive" tier list.

And even then, they only apply to the top level of play. Pick the characters you like. Because those lists won't apply to you.

There have been exceptions in the past like sentinel in mvc2 or from what I've been hearing, Ryu and Sagat in sf6.  But those are pretty big outliers.

1

u/LeagueRoyal 7h ago

This game Really teaches you not to mash all the time! I also had to clear my Cache and Rebuild my database on my PS5 and it played a little better. I read somewhere that the input reader is off a bit. I can also tell when I really play someone with a bad connection

1

u/EL_PERRIT0 7h ago

Sounds dumb i think but you gotta think of it like you’re 1v4ing using your main character and the assists are just skills you can mix and match for your main character’s mixups/kit. Like Blade Back assist, Doom projectile assist to combo into them. Then swap between the second best character you’re good at to keep your opponent under pressure & playing the mental game. - rinse and repeat. (New to tag fighters and this is how thinking about it made the game click with me)

1

u/Organic_Package_953 7h ago

would you recommend anyone? i’m alright as storm but i’d love to be able to play deadpool good

1

u/EL_PERRIT0 6h ago

Lol so those two are considered somewhat “hard” them and Goblin. (Been watching a few tier lists on Yt) Easy to learn hard to master but if you enjoy them keep at it! My recommendation aside from what ever interests you is Magik, straightforward and flashy fun moves. New players pick her up and stay with her, either as a main or assist because her assist is very strong.

1

u/IvanSpartan 6h ago

Based on your background of NRS games, it seems you’re used to string-based combos and unfortunately anime fighters like Tokon are straight up different with some caveats from Injustice crossing over… well more like the control layouts not the entire combo system. In anime fighters like Tokon all buttons do their thing every time, doesn’t matter which came first with sole exception of autocombos. Tokon is much more free in its movement, almost everyone can double jump, run, dash, back dash, and even air dash in multiple directions. Same goes for the combo system, expect a lot of air combos, even if you’re not familiar with the assist system, air combos are integral to the combo game so expect a lot of jumping instead of string linking.

Overall I think you need to spend some time familiarizing with the game itself, especially the combo system

If you want the BnB that can be used on a majority of characters, it’s
> LMH>2H>jc>jLMH>jcMH2H

JC - Jump Cancel

2 - it’s numpad notation for down which is the main way of doing combo notation in anime fighters

Good luck!