Fighting game fans have been eating pretty well in recent years, but like many, I could really use a modern Marvel vs. Capcom. Okay, but to preface this, I’m not entering tournaments anytime soon, but I’m decent enough to hold my own. Still, even with that experience, the 4v4 structure of MARVEL Tōkon: Fighting Souls gave me plenty to consider when building a party from 20 heroes and villains. Arc System Works has built an insanely chaotic system here that’s mesmerizing to watch. However, does that spectacle hold up for the player?
A Marvel Story That Takes Its Cast Seriously
Starting MARVEL Tōkon: Fighting Souls, I jumped into the game’s story offering, Episode Mode, which follows five groups competing in a tournament organized by the mysterious Promoter. The Champion of the Universe awaits the winner, and the fate of Earth hangs over the competition.
Naturally, the story features a few misunderstandings and convenient confrontations to keep everyone fighting. Still, the tournament carried some tension in a few of the narratives that was interesting to watch play out. Seeing Storm lead the X-Men into battle was especially fun to see. Regardless of the crew, the heroes understand what they’re protecting, while the villains would use the opportunity to gain some leverage.
As I said, in this story, Storm leads the Unbreakable X-Men as they defend a world that continues to persecute mutants. When it comes to some of the other campaigns, Spider-Man becomes the reluctant adult in the room among the younger Amazing Guardians, and Doctor Doom enters the competition with plans that extend well beyond defeating the Champion. Each group has their own priorities, helping the five episodes feel connected in the most comic book way possible.
Spider-Man, Black Panther, Storm, and Wolverine became my favorites, although the rest of the roster receives plenty of attention. Spider-Man is quick and agile, while Black Panther feels more controlled during close-range encounters. Storm comes in swinging with wind and lightning, and Wolverine, unsurprisingly, gets super close for swift slashes.
Still, some of the less obvious character choices ended up making the roster more interesting. Danger and Magik bring different corners of the X-Men into the game, and then there’s the surprising Peni Parker, who introduces a more technical style through SP//dr. Further, Robbie Reyes’ Ghost Rider also gives the Samurai Outriders a personality far removed from the more recognizable Avengers lineup.
The story is presented through motion-comic sequences that blend American comics with manga influences. Each group receives its own visual identity, and the voice performances keep the scenes engaging enough to get you to the next fight. The conversations also give the characters room to show personality and set the stage for whatever fight comes next.
I was actually impressed by how those relationships carried into regular matches. Characters comment on their teammates before a fight, while rivals often recognize who’s standing across from them. Certain party combinations produce introductions I hadn’t heard before, which made me want to keep changing my lineup just to see how everyone would respond.
I should say, though, Episode Mode is a bit too easy. Basic attack chains and simple assists carried me through most encounters without much pushback from the enemy AI. I rarely needed to think about defense or learn how to escape sustained pressure. The lower difficulty makes the campaign a comfortable way to sample the roster, but it left me feeling more prepared for online play than I actually was. Suffice it to say, it took me a bit to get decent.
Four Fighters Sharing One Soul
The systems play a huge role in that learning curve as parties share a single health bar, giving Fighting Souls a different structure from other tag fighters. Here, you begin by choosing a leader, while the remaining teammates gradually become available through the Assemble system. When ready, those characters can assist during an attack or interrupt an opponent. They can also swap into the active position once they’ve joined the fight.
Early on, I focused primarily on my leader and treated everyone else as backup. I’d say that the shared health gave me some freedom to do so without constantly rotating through different movesets. As I became more comfortable, I started using assists more deliberately and paying attention to which character should take over. Utilizing party dynamics properly becomes essential to win in tougher matches.
During a fight, Light, medium, and heavy attacks can be linked without especially strict timing. Special moves also support simplified directional commands, though traditional fighting-game inputs remain available. Further, automatic combos made me look really cool to anyone watching. But while those options made it easy to boost my ego, online opponents quickly showed me I had a lot to learn.
In more demanding matches, automatic combos are easy to block once an opponent recognizes them. Poorly timed assists create obvious openings, and experienced players know how to control the screen before I can begin an attack. It’s not difficult to pull off a flashy attack, but you better hope you timed it properly.
Choosing four characters from a roster of 20 also created more decision-making than I expected. A fighter who didn’t work for me as a leader could still provide a useful assist. Someone else might cover the air or interrupt an opponent long enough for me to recover. Party order also affects which options become available as the match progresses.
I spent considerably more time settling on a preferred party than waiting for an online opponent. Matchmaking on PS5 consistently found someone without much trouble. Picking the four characters I wanted to bring into those matches was the harder part.
Eventually, experimenting with different combinations became one of my favorite parts of the game. Replacing one member could change the rhythm of the entire party. Characters I initially ignored found their way into my lineup because of what they could provide from the sidelines. I never felt disappointed by a matchup, either. Every opponent brought a slightly different approach, and even a rough loss occasionally introduced a pairing I wanted to try.
My time with Marvel vs. Capcom made parts of Fighting Souls feel familiar despite its different approach to tag combat. Maybe nostalgia is helping, but both games understand the fun of chaotic comic book matchups. Projectiles fill the screen, assists interrupt attacks, and characters get knocked through different areas of the stage. Once every teammate joins the fight, keeping track of everything becomes part of the challenge.
Arc System Works hasn’t tried to recreate Capcom’s tag system directly. Shared health and the gradual Assemble mechanic give the matches their own pace. Even so, the excitement of throwing unlikely Marvel characters together and seeing what happens feels familiar.
Online competition is where all of those ideas become more demanding. Episode Mode let me rely on a handful of comfortable strategies, but human opponents recognized my habits almost immediately. Players who understood their parties could punish an unsafe approach and maintain pressure through assists. Some matches ended before I ever found a comfortable rhythm.
Most of my losses came from another player making better decisions at a faster pace. The commands themselves never felt physically out of reach. I simply wasn’t using my options as effectively. Even after getting completely outplayed, I could usually recognize something about the opposing party that I wanted to practice.
Arc System Works has reinterpreted Marvel’s characters through its cel-shaded style without losing what makes them recognizable. Iron Man’s armor has a noticeable mecha influence, while Peni Parker’s SP//dr takes over the screen whenever it appears.
MARVEL Tōkon: Fighting Souls Review Verdict
MARVEL Tōkon: Fighting Souls made its four-character format far less intimidating than I expected. Shared health and flexible assists gave me room to experiment without removing the deeper systems waiting online. Episode Mode treats its characters and stakes with respect, although the easy difficulty doesn’t fully prepare players for human opponents. Finding my preferred party took time, but trying different combinations became one of the most enjoyable parts of the game. Arc System Works has captured the chaotic comic book energy I remember from Marvel vs. Capcom while giving the idea its own structure and anime-inspired personality.
MARVEL Tōkon: Fighting Souls (PS5)
MARVEL Tōkon: Fighting Souls turns its ambitious 4v4 format into a surprisingly approachable and strategically rich fighting game. Arc System Works delivers spectacular comic-book chaos, a varied 20-character roster, and a flexible assist system that rewards experimentation, while Episode Mode gives its Marvel cast plenty of personality. Its forgiving campaign does little to prepare players for the much tougher realities of online competition, but the depth of party building and fast-paced battles make finding the right team consistently rewarding.
The Good
- Four-character team building: Choosing a leader, assists, and party order creates meaningful strategic variety and makes experimenting with different combinations one of the game's biggest strengths.
- Accessible combat system: Flexible attack chains, simplified special inputs, and automatic combos make flashy Marvel battles approachable without removing the deeper mechanics needed for competitive play.
- Rewarding online competition: Human opponents expose weaknesses that the campaign does not, turning assists, positioning, timing, and party composition into increasingly important parts of improving.
The Bad
- Episode Mode is too easy: Basic attack strings and straightforward assists can carry players through much of the campaign without demanding mastery of defense or more advanced mechanics.
- Chaotic battles can be difficult to read: Projectiles, assists, character swaps, and multiple fighters entering the action can make tracking everything on screen challenging.
- Large party decisions can feel overwhelming: Building a four-character team from 20 fighters introduces a considerable number of combinations and tactical choices for players to learn.