
Steam news
Full Steam announcements and update articles for this title.
Start: July 24, 12:00am PT / 8:00am BST / 4:00pm JST
End: July 26, 11:59pm PT / July 27, 7:59am BST / 3:59pm JST
Captain America
Iron Man
Black Panther
Storm
Magik
Wolverine
Danger
Spider-Man
Ms. Marvel
Star-Lord
Peni Parker
Ghost Rider
Blade
Doctor Doom
Magneto
Ghost Rider who had already been revealed, is now joined by Blade, Loki and Deadpool to form a new team.
The Samurai Outriders are a group of dark heroes. As you might expect, they don’t start out as a cohesive unit… in fact, they’re quite the opposite.Blade
Blade, whose real name is Eric Brooks, was born as a human-vampire hybrid after his mother was attacked by a vampire during pregnancy. Seeking revenge against the monsters who killed his mother, he became a vampire hunter, fighting against evil blood-sucking creatures.In this title, Blade has completed his training in Japan, gaining even greater physical and mental strength. He wields the demon-slaying sword Muramasa, a weapon capable of slicing through gods.Muramasa is normally kept sealed with its power restrained, but when Blade releases that power, the blade turns red and reveals its true potential.He specializes in an aggressive combat style, skillfully handling a variety of deadly tools including Muramasa, machine guns, and glaives.One of his unique abilities, Heartstopper, throws a stake that pins the opponent in place and allows Blade to close the distance at incredible speed. When it hits, Muramasa glows red, enhancing the performance of his sword-based skills.Closing in instantly and delivering powerful slashes, Blade truly lives up to the name of a hunter.LokiLoki Laufeyson, the adoptive brother of Thor, is known as the “God of Mischief” and the “God of Lies.” Though raised in Asgard by Odin, he is actually the son of Laufey, king of the Frost Giants.Originally a villain, Loki is attempting to turn over a new leaf and become a hero in this title. As part of the Samurai Outriders, he makes full use of his powers of deception.His combat style excels at trickery, with many skills incorporating feints and counters using illusions. He also uses projectiles based on ice and magic, combined with clever use of erratic movements to constantly confuse opponents.True to his mischievous nature, he can dish out frustrating and deceptive attacks—but if his tricks are exposed, he may be punished heavily. Loki is a uniquely unpredictable character who takes advantage of his opponent’s bad habits.DeadpoolWade Wilson, a Canadian mercenary, grew up in a troubled household and eventually left home. After receiving extensive military training, he served in special forces but was later diagnosed with cancer.As part of the Weapon X Program, he was injected with a healing serum derived from Wolverine’s blood. While it saved his life and granted him superhuman regeneration, it also left his body severely scarred and his mind unstable.Deadpool’s combat style reflects his reckless nature, enabled by his powerful healing factor. He uses guns, grenades, and swords, along with high-risk techniques that involve taking damage himself.In this title, Deadpool has somehow obtained a game strategy guide from beyond the fourth wall, granting him access to a variety of unique attacks from fighting games of legend. Filled with a love for hype and excitement, he enters the arena with an outrageous arsenal of crowd-pleasing moves.Revealed in the latest State of Play, these four iconic Marvel villains, each driven by ambition, unite their forces against a new target: The Champion!
Magneto, one of the X-Men’s most powerful and enduring opponents, wields the ability to generate and control magnetic fields. Driven by his belief in mutant supremacy, he rejects the X-Men’s vision of peaceful coexistence between mutants and humans, placing him firmly at odds with them.
In gameplay, Magneto turns the battlefield into a weapon, hurling surrounding objects at his enemies. Thrown objects shatter into debris that remains on the stage, enhancing his abilities when used in conjunction with his skills.
On the other hand, Green Goblin, Spider-Man’s infamous archenemy, enters the fight in his signature combat suit and glider. Behind the mask is Norman Osborn, a prominent U.S. presidential candidate whose double life masks a descent into madness. Driven by an obsessive desire to defeat Spider-Man, he brings his trademark cunning, chaos, and relentless determination to MARVEL Tōkon: Fighting Souls.
Green Goblin overwhelms opponents with a diverse arsenal of projectile weapons, including Razor Bats and Pumpkin Bombs, before diving in for devastating aerial attacks. True to his nature, his tricky and unconventional fighting style excels at disrupting enemy strategies and keeping foes off balance.
Finally, Carnage is a ruthless villain who thrives on chaos and destruction. Once a psychopathic serial killer, he was transformed into the monster he is today after bonding with a symbiote. Now confined within The Raft, the world’s most secure prison for supervillains, Carnage remains a deadly and unpredictable threat.
In battle, Carnage morphs his arms into deadly blades and lashes out with symbiote tendrils to maintain relentless offensive pressure. Striking opponents with his tendrils inflicts a temporary “symbiote-infested” state, empowering his abilities and allowing him to shred defenses while draining health, even through guards, for devastating, one-sided assaults.
With just one team left to be revealed, the final piece of the puzzle is almost in place. Stay tuned for the announcement of the last team!
We’ll also be showcasing the latest hands-on demo at Evo 2026 in Las Vegas, Nevada, beginning June 26.
For the first time, attendees will be able to play as Magneto and experience the all-new Marvel’s New York (Night) stage in this latest demo.
See you there!
Thanks to everyone in our community who participated in last year’s closed beta tests. One of the team’s goals was to better understand how players interacted with the game’s mechanics and overall pacing, including tempo, character switches, and overall gameplay flow.
The team received a great amount of feedback that directed several gameplay improvements. We’re excited to share what those major changes are and will be reflected for fans to enjoy at upcoming events starting at AWT Finals.
The following are the list of changes.
Note: The button labels in this article are for the PS5 version.
【Tag Button (L2)】 ・Enabled during pre-battle, direct call during match, on Assist Attack hit and during the pause before Assist withdraw. →Since this button is dedicated to member change functions, it does not do anything when pressed during Assemble Smash for follow-up attacks. ・Direct tag out functions the same as the previous Quick Tag (QT) button: as soon as character enters screen. →However, if a different assist is called or if the point character takes damage during entry, that assist will withdraw without doing anything, only going through the member change animation. ・Sped up the Member Change animation from 30 frames to 20 frames to increase the overall tempo.
【Assemble Button (✕)】 ・Removed all functions related to member change and reassigned to Tag Button. As an exception, Super Assemble (X during Super Skill) is the only time when member change happens as a result of pressing X.
Players felt that it was hard to distinguish between Assist and member change and that unintended member changes occurred due to it being assigned to the same button as Assist.
We originally intended to minimize the required number of buttons, but we have concluded that minimizing unintended inputs was more important.
In addition to L, M, H, Unique, Assemble, we added the Tag button for a total of 6 buttons.
Since the Tag button is dedicated to member change, member changes will no longer occur unless the player presses the Tag button with the clear intent of executing member change.
To improve game tempo, we have changed the animation from 30 frames to 20 frames, allowing for a smoother transition to the next character.
On trigger, screen freeze will occur as with Assemble Rush, but will cut out frames of the entry portion of the animation.
In addition, the assist character will now appear from behind the main character when using Cancel Assist and is also sped up accordingly with the screen freeze time adjustment.
The above applies when the main character is in the air (cancel air attack with ↓+X to trigger Vertical Assist).
We decided to implement this change because one of the most requested changes during the CBT was the ability to call an assist via cancelling an attack.
In addition, we reduced the entry animation, and the screen freeze time has also been reduced from 20 to 10 frames.
During CBT, it was noted that the screen freeze during Assemble Rush (Assist called by cancelling) and the screen freeze when calling one type of Assist looked the same.
The above changes are meant to resolve this issue and as a result, the game should grant players more freedom and combo variety.
Some players during CBT voiced the opinion that Assemble Rush was not needed at all, but we still believe that this mechanic is a necessary feature.
In this project, we want to make sure that the player understands the exact timing to which their assist characters will execute the attack after pressing a button.
If players were able to call an Assist whenever they wanted, it would become unclear when they should press the button. It will also lead to missed execution due to slight differences in button press timing.
Therefore, Assemble Rush exists as an easier way to utilize the Assist mechanic.
Based on the added cancel trigger of Shooter, Vertical and Assault Assists, Assault Rush now triggers only when the directional lever is in neutral position.
In this case, the character that enters the screen is prioritized the same way as Assemble Smash: in the order of availability.
The commands are listed below.
Neutral +× Assemble Assist (Shooter).
→+× Assemble Assist (Shooter).
↓+× Assemble Assist (Vertical).
←+× Assemble Assist (Assault).
Neutral +× Assemble Rush (prioritizes entry in order of standby character number 2>3>4)
→+× Assemble Assist (Shooter).
↓+× Assemble Assist (Vertical).
←+× Assemble Assist (Assault).
With the addition of a dedicated Tag button, players can now trigger consecutive assists with neutral + X input.
Assist characters will enter the screen in the order of their slot placement (2→3→4). This change allows for a smoother execution experience when calling assists consecutively.
This is in response to players wanting to use ground Assists while in the air.
We observed instances where an aerial Assist would trigger even though the Assist was called just before jumping. This change improves upon the accuracy of inputs as well as strategic freedom.
Aerial Assists trigger when the main character is positioned higher than a normal jump height (slightly higher than normal jump, double jump height or high jump height).
Aerial Assists mainly consist of attacks that are directed toward the ground.
As a basic rule of this game, the Assist character attacks once the character appears fully onscreen.
We do not necessarily reject the idea of attacking from offscreen, but as a basic policy, we want characters to appear fully onscreen before attacking.
However, we do understand Assist characters attacking from offscreen as a result of the main character moving after the Assist was called.
Thus in general, players cannot trigger ground Assists from a high altitude.
However, if the mechanic becomes pointless, players will stop using it, hence the above change.
Aerial Assist movement ranges greatly, so this change should give players more strategic freedom.
Including Assist attacks, this also applies to member changes triggered after executing an overhead attack.
Although technically, players can pre-emptively evade unblockable setups using Assemble Counter or Crossover, the previous changes made unblockable setups too easy, hence this change.
This is a nerf to Link Attacks.
When Standing L whiffs, the Link Attack L no longer triggers.
This eliminates instances where a character tracks the opponent character when crossed up.
Players during CBT commented that Link Attacks unintentionally triggers, so we made changes to improve input accuracy.
Link Attack finishes now trigger only when directional input is neutral or forward.
This will eliminate cases where Link Attacks trigger when crouch-attacking, for example.
Link Attack performs a series of multiple normal moves. As this would often be used against a blocking opponent, it resulted in matches sometimes feeling long. We have changed how the normal move part of Link Attack functions to increase the tempo of the offensive and defensive turns throughout a match. We have adjusted it so that L, M, and H normal moves can only be included in a Link Attack up to 4 times. This makes strings such as L > L > M > H or Standing M > Crouching M > Standing H > Crouching H possible. Each character's Unique attacks are not affected by this change.
Pressure strings could be extended due to how each normal move could continue into a Link Attack route to combo into a Skill. To address this, we have adjusted this so that Link Attack routes that combo into Skills will only trigger when pressing the same attack button. It is limited to the following routes: L > L > L (Link Attack finisher) > L ~ H Skill > Super Skill or Ultimate Skill M > M (Link Attack finisher) > L ~ H Skill > Super Skill or Ultimate Skill H > H (Link Attack finisher) > L ~ H Skill > Super Skill or Ultimate Skill
During CBT, Super Skills triggered Wall Breaks that resulted in stage transition. However, this animation was long and affected the overall tempo of the game.
We want to minimize timeframes where the game does not accept any inputs or where the players are just watching the screen, hence this change.
During CBT, both sides went back to neutral after wall break. Players felt dissatisfied that the situation returned to neutral despite the player who triggered the break having taken the advantage.
Furthermore, if the receiver turns things around and triggers another wall break, it ruins the tempo of the game.
In line with the previous removal of Super Skill Wall Beaks, this change also aims to improve game tempo.
With this buff to Wall Breaks, the match flow should feel better and Wall Break frequency mitigated.
After wall break, the receiving end will now be in untechable knockdown state. The initiator of the wall break now has a +25 frame advantage, instead of the previous 0 frame.
During CBT, combos reached their limit at odd timings, preventing players to complete a full combo and leading to an unsatisfying experience.
Since air combos see frequent usage, this change allows players to enjoy combos better.
Damage output and minimum proration values have been adjusted accordingly.
This is a bonus that influences the minimum proration when multiple skills are used.
Simply put, the more variety of attacks used in a combo, the higher the damage output.
This change makes it easier to perform a jump cancel while a button is tapped repeatedly.
During CBT, attack buttons took priority, making it difficult to perform jump cancels.
This is another change to address input accuracy.
Homing jump was triggered when an attack button was pressed after a crouching H during a combo, but it also now triggers from a Jump input.
The character will move to the opponent’s position smoothly when going for a combo.
If opting to perform a normal jump instead, you can input Jump while holding down the H button.
The above changes will give players more strategic options around dealing and healing damage.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for MARVEL Tōkon: Fighting Souls, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main MARVEL Tōkon: Fighting Souls statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.