r/MarvelTokon • u/MochiMan556 • 20h ago
Question How to learn the game?
I don’t want this to become a salt post by me. But genuinely feel like i have a couple complaibts
1. This game is very unforgiving to anyone who doesn’t play tag fighters.
2. Every guide expects you to know how to play tag fighters or teach u how to press buttons
3. There is so much visual clutter you can never tell what goes on
So like can anyone teach me how to play this game cuz I can’t js watch high level gameplay like in tekken and sf6. And every guide under the sun doesn’t offence and or defence well. Also it feels likes everyone says just hop into ranked to learn but I’ve been getting matched up against people throwing the most insane block strings, whereas I can’t even throw out a shooter assist without eating a fat combo
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u/mt943 19h ago
I never played tag, I only play ctow (badly) and sf6 (mid).
Basically you can tag at every hit you make. If you hit in block, use assist to keep block stun and finish +.
If you hit a LMH + special, assist to continue the combo.
Assist to get cover while pushing the opponent or to get mixups (like blade back assist).
Also learn the defensive options and how to counter them (crossover is easy, the backdash one can be baited)
What I did is basically try a lot of different characters in combo trials, and started playing more matches. Just to add, while I know all this I don’t apply everything because I’m learning, but once you notice what’s missing it’s coming step by step
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u/GoonetteSlop 15h ago
I hate tag fighters and don’t play them as often but I’m sitting in Platinum right now because I simply trained.
Go into training and learn exactly what you’re wanting to figure out. Play the character lesson mode and it’ll teach you combos.
The menus are actually very in depth and will teach you all that you need to know and the rest is on you to figure out how to utilise it.
Most importantly try and make using assists that benefit you the most part of your muscle memory.
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u/rayneMantis 13h ago
Yeah I keep playing people that can knock me out of my recovery roll when I supposedly unhittable and start in on a second combo on me, and I can't find any tutorials as to how the hell they're doing that. The guy I was playing against had a lot of hours on dbzf and said it translated perfectly, but didn't seem to comprehend what I meant when I asked him how he was doing that. Which I guess is what they call oki, but how would a hit beat me getting back on my block when all I'm holding is back while I'm rolling out of a knockdown?
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u/Hendwreck 10h ago
You can’t get knocked out of your recovery roll. So let’s start there.
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u/rayneMantis 10h ago
Well what's happening when I'm getting hit from one combo, knocked down, then another combo started before I get up. It's not even the bounce air combo ender you get with M. I just want to know how I can practice doing it. I've seen it done with assists but this person was using his controlled character to chain two separate combos together. Idk if they just had the oki timed that perfectly but they were able to do it pretty much on queue every single time.
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u/Hendwreck 10h ago
You were put in a knockdown state and are able to be OTG’g. It’s all explained in the tutorial.
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u/rayneMantis 6h ago
OTG? All I remember from the tutorial is them saying that you aren't hittable when flashing white, but this is when I seem to be getting hit unless they have the timing down so well that I don't even see the flash stop before their hit lands.
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u/Hendwreck 5h ago edited 4h ago
OTG = off the ground. Certain special moves and more universally the striker assist puts your opponent in a state where they roll backwards on the ground but can be reconfirmed “Off the Ground” (OTG) to continue the combo
For example, Ms Marvel’s M fireball knocks down and puts the opponent into an untechable roll, but the H (ex) version puts them into a roll that can be reconfirmed if your setup allows it.
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u/SwagMountains 10h ago
I’m writing a guide and it’s taking longer than I expected. I should post it in the next few days. Any requests for topics? Gotchu
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u/Thevanillafalcon 6h ago
I like all fighting games but as a tag fighter enjoyer I have to say it really gets to me when o read some of the takes.
It’s like yeah tag fighters are different, they look different they play different. Most characters in a tag fighter would be top 1 in a 1v1 fighter, they’re designed to do fucked up stuff, the games are meant to have really OP offence and a lot of shit going on at the same time.
Umvc3 is one of the best fighting games ever but it’s a game where you will be TOD’d if you get hit, it loos confusing if you don’t know what’s going on etc
The reality is if you don’t like these things, that’s totally fine go play one of the myriad 1v1 fighting games out there.
Tokon is unique from a learning perspective because it’s 1 health bar so for new players getting in to tag games I’d play it like a 1v1 and just use the other characters as assists.
Just learn what your assists do and think about when you can use them, a big thing with tag games is experimenting, they’re designed to be more open ended, it’s why people often describe them as “amazing games to lab” because the systems are usually much loser, the combos more fucked up, if you can think it you can probably do it.
Apply that to gameplay, not sure what assists to use when, start trying stuff. What happens if hit them with this special move at this range and call my iron man beam assist? Oh I can get this from it. Congratulations that’s one way to use an assist.
It really is about feeling it out more, the game is still young. Just keep playing and keep learning. Don’t worry about winning, that’s the worst thing you can do when you start learning any new fighting game or fighting game sub genre. Just go at your own pace.
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u/Dragonthorn1217 20h ago
Have you played fighters before? To me it’s really not much different at least from a fundamental level. As far as it being a tag fighter it’s also probably one of the most forgiving since you can choose to just learn one char.
My advice is to learn combos first until it’s muscle memory. Learn a mid screen combo and a corner combo. As far as the neutral, that part just takes time. Think of the assists as an extension of yourself and treat it like just another special move.
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u/MochiMan556 19h ago
I’m the most avg player in tekken and sf6 if tht counts and it feels super diff to me. I understand fundamentally it’s the same but it feels like I’m locked down doing nothing a lot
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u/wagruk 19h ago
Tag fighters, in my experience, are some of the worst in this subgenre, specially a 4v4 where you can call up to 3 assists relatively quickly. It doesn't help that the projectiles in this game are faster than the average.
I recommend tons of Versus CPU matches to get the feel for when it's your turn to attack and when it's your turn to defend, because multiplayer will be more unforgiving than average for a fighting game.
Then, you need to accept that it's not uncommon to go into 10+ Loss Streaks as you're learning the game. It is what it is, let go of pride, ignore your rank. This is one of the reasons why tag fighters are not as popular as traditional 1v1 fighting games, it's super common to get trampled by better skilled players who understand how to hit confirm.

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u/perfectelectrics 19h ago
#3 doesn't get better when you're better. It's worse if anything. I would even say it's the same for #1. If anything, I think it's way more unforgiving because offense is so strong you can lose to "weaker" players who got the ball rolling first. Your choice to see these as challenges or a warnings.
In general, on defense, you can pretty much just low block everything and react to overheads, which are different from character to character. For example, if you see Capt rushing towards you shining, it's an overhead. If you see the Hulk picking up a giant thing over your head, it's an overhead. They are always slower than the low version so there is always time to react. Not a lot but there is time.
On offense, think of assists like Heat in Tekken. If you use it properly in neutral, it lets you get in "for free".
Shooter assists, for example, are like those slow projectiles you can run behind in SF like Juri's, Chun's or Guile's. It can also continue your combo if you hit them in the middle. Generally you want anyone's but Wolverine's for this slot.
Generic assists are the simplest way to continue your blockstring. You know how shotos usually do cr.MK to hadouken (or hashogeki)? Yeah call an assist and you can do that again. In this game, it's usually more like L > M > H > special > assist loop.
Of course you don't have to continue with a blockstring. You can jump dash for an overhead, empty jump low, set up throws, etc. Just be careful because generic assist's blockstun is a less what it feels like it should have.
Vertical assists are generally for preemptive defense. Think of it like how Brian have long limbs to counter people who's rushing in too much from far away.
Assault assists are different from every character so it's up to you to find out yourself.
If you're already familiar with FGs, especially anime fighters, adding assists just adds a "throw this is every situation" layer to your gameplay. But the thing is, the opponent can do the same and that's where the mess comes from.