The first official DLC update for Marvel Tokon: Fighting Souls has arrived for players, adding Phoenix Cyclops to the roster, but also bringing new cosmetic skins to the game as well. The day many players have been waiting for has finally arrived, as the first DLC character for Marvel Tokon: Fighting Souls is now available, as well as a substantial patch to go alongside him.

The arrival of Scott Summers to Marvel Tokon has been known for quite a while as the first DLC character was originally confirmed at San Diego Comic Con back in the summer. The real question for many was when the next 3 characters would be announced, or at least teased. A few months after launch, Arc System Works finally dropped the news during EVO France, showing the full Year 1 roadmap for Marvel Tokon which included the Jane Foster version of Thor, Venom, and Jubilee. Each character is aiming to launch over the next few seasons, with Thor coming in Winter 2027, Venom in the Spring of 2027, and Jubilee launching last in the summer of 2027. While the wait may be long, the DLC content starts today.

The highlight of the November 2 update is the addition of Phoenix Cyclops to the main Marvel Tokon roster. While Cyclops has been a highly requested character for fans, Arc System Works instead added its own spin on the character by adding the Pheonix Force version instead. While he still has his iconic optic blasts, Phoenix Cyclops can also unleash fire-based attacks, building a new resource meter with Solar Shards that transforms him into his more powerful Dark Phoenix form. Although given a temporary power boost in this form, his health is also depleted, giving the character a big risk/reward element.

For those who want a bit more, Arc System Works has also added more DLC costumes as well. Similar to other unique costumes in Marvel Tokon, like the Classic Captain America and Iron Man outfits, Phoenix Cyclops is also getting a Classic and Legacy Cyclops outfit, giving fans another option for those who want a more X-Men-style look. The other character getting a special outfit is the Hulk, who can now swap over to his Joe Fixit cosmetic. It’s worth noting that these Costume Packs are not actually free or included with the special editions of the game. Instead, they’re listed at $4.99, come with 8 color variations, and matching avatar options.

Guess the games from the emojis.




However, new content isn’t the only part of this update. As expected, the patch makes major changes to gameplay and balancing, something that fans likely expected to see as part of the Phoenix Cyclops addition. One of the bigger changes within this update comes to assists, which now has a cooldown for how often they can be called in, while also adding a 5-second cooldown for tagging in new characters. Players can also no longer tag on block to escape specific block strings, while specific Marvel Tokon moves like Crossover Reflect, Perfect Reflect, and Member Switch have also seen tweaks.

The PC version of Marvel Tokon also received some much-needed tweaks and improvements in this update as well. It’s been well documented at the struggles that PC players have experienced in Marvel Tokon, and while ArcSys has continued to update the game, this latest patch finally adds a proper Benchmarking Test that can be run to check the performance levels on the PC environment. Shader warmups are now required at boot up, and online matches have received additional improvements to stability and consistency.







Marvel Tokon: Fighting Souls Nov 2 Update Patch Notes

Overall/Game Modes

  • Added the new playable character, Phoenix Cyclops.
  • Added his battle music “Fallen Phoenix,” lobby avatar, profile customization items, and gallery content.
  • Added the “PHOENIX CYCLOPS” Arena Course to All-Star Arena, and the Phoenix Cyclops Support Soul to Survival in All-Star Arena.
  • Added the Phoenix Cyclops Fighter Soul to Arcadia Rumble.
  • These items are available in each mode after purchasing either the MARVEL Tōkon: Fighting Souls Ultimate Edition, Digital Deluxe Edition, the Year 1 Character & Stage Pass or Phoenix Cyclops DLC.

PC Version

Benchmark Test

  • Added the Benchmark Test feature to check the game’s performance within your PC environment before playing online.
  • Players that pass the benchmark may use this as a filter in online matchmaking to play with others who have also passed it.

Shader Warmup

  • The shader warmup is now required upon launching the game.

Other

  • Made adjustments to improve the stability and consistency of online matches, helping reduce unexpected interruptions and disruptions during gameplay for the PC version.

PS5 Version and PC Version 

Online Matches

  • Made adjustments to improve online match stability and reduce unexpected disruptions during gameplay.
  • Implemented an icon to indicate slowdown during online matches on the player or opponent side.

Spectating

  • Fixed an issue causing desynchronization issues to occur sometimes while spectating online matches.
  • Fixed an issue causing the game to become unresponsive when attempting to spectate in the Open Lobby or Room Matches under certain conditions.

Replays

  • Fixed an issue causing the match results to differ from the actual match during replay playback in rare instances.
  • Fixed an issue causing unintended controls to be possible during playback.

Casual Match & Ranked Match

  • Expanded the search range when selecting “Nearby Regions” under the Region Settings.
  • It remains possible to avoid matching with players with incompatible network connections by using the “Connection Speed” option.
  • This adjustment will make it easier to find matches, especially if you have set the “Connection Speed” restrictions low.
  • When selecting “All” under the Region Settings, “Connection Speed” restrictions no longer apply.
  • This adjustment skips unnecessary checks regarding connection strength, providing the fast matchmaking expected of the “All” region option.
  • If you prefer to prioritize matchmaking with strong network connections, please set the “Connection Speed” restriction with your Region Settings adjusted to either “Same Area Only” or “Nearby Regions.”
  • When this patch is applied, the Platform Settings will be reset to the default setting, “All.”
  • As the performance of the PC version has been improved, this reset intends to provide a better matchmaking environment.
  • If you prefer to match with only the same platform, please choose the “Same Platform Only” option from the Matching Settings.
  • Added an item to the Matching Settings providing the choice to limit your matchmaking only to players who meet the performance standards from the benchmark test.

Ranked Match

  • Revised the rating fluctuation calculations for the Master rank.
  • Adjusted the conditions to move from Vibranium to Master.
  • We had set the conditions to rank up from Vibranium to Master to be highly challenging, but this resulted in fewer players reaching Master rank than anticipated. This led to longer wait times for matches as well as matches between players with a large difference in rating within the Master rank. To provide the intended, smooth matchmaking experience for more players, we have changed the conditions as follows.
  • Rank Up Conditions Before Change: 4 wins out of 5 matches
  • Rank Up Conditions After Change: 3 wins out of 5 matches
  • Our goal with this change is to achieve the intended number of players active in Master rank, making it easier to find opponents and match with players closer to your level.
  • Set a limit on the difference in rating between players in Master Ranked Matches.
  • To preserve the concept of matching with players close to your current level, we have set a limit to prevent players from matching with others of a rating greatly above or below their own.
  • This adjustment aims to provide fair matchmaking by avoiding matches with an extreme gap in player ability.
  • We expect the impact on matchmaking speed for all players to be very minimal.
  • Fixed an issue where even when the rank-up challenge was failed, the rank-up matches would not end and the remaining matches would play out.
  • Fixed an issue causing rating fluctuation to occur when rematching a Vibranium player directly after the rank-up match to go from Vibranium to Master rank.

Room Match

  • A pop-up will now be displayed to indicate the Room Code when creating a room after setting a Room Code.
  • After selecting Disband Room or Exit Room, you will now transition to the Battle Menu.

Training Mode

  • Added “Assist Cooldown” item to the Gauge Settings within the Training Menu.
  • Added “Playback Method” item for the Recreate Battle State feature within the Training Menu.

Character Lessons

Wolverine

  • Fixed an issue where one use of Eviscerate (214+Attack) would be counted multiple times during the Action Check.

Star-Lord

  • Fixed an issue in Level Up Mission 5 where the grounded version would count as the aerial version of Ravager Rush (214+Attack mid-air).

Ghost Rider

  • Corrected Action Check Skill 4 to no longer count the action when performed with a different input than the button shown.

Loki

  • Fixed an issue in Level Up Mission 5 where the M version would count as the H version of Serpent Spike (623+Attack).

Battle: Universal

In this patch, we have made adjustments to game mechanics and addressed issues with characters. For game mechanic adjustments, we have taken into account the requests from the in-game survey along with the expectations of the development team. We have extended the cooldown for calling Assists, increased the regain values of the Assemble Gauge, and improved the responsiveness for various inputs.

For the increase to Assemble Gauge gain values, the extended cooldown would result in gaining less Assemble Gauge if kept as-is, so we have adjusted to ensure a similar rate of Assemble Gauge will be gained as in the current version.

The concept behind the game mechanic adjustments is to maintain the current battle mechanics while somewhat reducing the amount of information on the screen at one time and improving legibility.

While the moments of spontaneous chaos in matches are intended, currently the frequency of calling Assists and tagging is higher than anticipated, creating situations where the screen is overly busy or the match loses momentum.

We have made these adjustments after seeing players also requested to extend the cooldown and decrease the frequency of Assists, in alignment with the concept described above.

As a result of the reduced frequency of calling Assists, the player will need to play neutral either solo or with fewer Assists more often. This creates more variation throughout the match, moving from strings using Assists to fighting either solo or with fewer Assists, while also improving legibility.

While we have not made direct character adjustments, as a result of mechanic adjustments and fixes for issues, there are several impacts on the characters in battle such as making the Champion more powerful. Please refer to the character section for more details.

The link to the survey page is available from the in-game top page. Sharing your opinions and impressions, as well as reporting issues, helps improve the game’s development. Your feedback is always greatly appreciated.

Summoning Assists

  • Adjusted the cooldown time when calling any version Assist until it can be used again.
  • All Assemble Assist versions: 180F
  • Assemble Assist Shooter (→+A), Assembe Assist Vertical (↓+A), Assemble Assist Assault (←+A), Assemble Assist Aerial (aerial directional input+A), Assemble Rush (N+A during combo)
  • When the Assist is attacked: 300F
  • Super Assemble: 300F (A during Super Skill)
  • Member Switch: 300F (Tag)
  • Member Switch during round start sequence: 1F
  • Removed cooldown during the round start sequence.
  • Other Assemble actions remain unchanged at 10F.
  • Change to UI displaying cooldown time
  • When each Assist enters cooldown and cannot be used, the character icon at the top of the screen changes, clearly showing the state and remaining duration.
  • Adjusted the cooldown time after attacking while an ally Assist is out.
  • Slightly increased duration of reduced cooldown recovery after attacking the opponent and putting them into hitstun during an ally Assist action.
  • As a result of the above change, it now takes time before the character can be summoned as an Assist again if a Member Switch is performed with the character on-screen.

Assemble Assist

  • Upon successful Assist input, inputting another direction at the beginning of the action no longer changes the Assist that appears.
  • In the current version, it was possible to overwrite to another direction within 3 frames after the A input, but we have removed this as it often resulted in unintended behavior.

Assemble Gauge

  • We have increased the regain rate of the Assemble Gauge to maintain the same rate in practice as the current version, given the newly extended Assist cooldown duration.
  • Default state: 25→60 (every 1 frame)
  • During knockback and blocking: 25→30 (every 1 frame)

Assemble Rush

  • Fixed an issue resulting in less Skill Gauge value gained when used for the first time in a combo under certain conditions.

Assemble Smash

  • The Assemble Gauge no longer recovers until the action ends.
  • This adjustment is in line with the increased recovery speed of the Assemble Gauge.
  • Fixed an issue causing the “Reversal!” system message not to appear even when the conditions are met.
  • Fixed an issue causing the weapons of certain characters not to be displayed during Assemble Smash at times.

Assemble Counter

  • The Assemble Gauge no longer recovers until the action ends.
  • This adjustment is in line with the increased recovery speed of the Assemble Gauge.
  • The blowback when the ally follow-up hits the opponent’s Assist upon successful counter has been adjusted to be the same as when it hits their leader character.

Crossover

  • Adjusted so that the Assist cooldown pauses during the sequence, so it can no longer become possible to perform Crossover Reflect partway through the sequence.
  • Fixed an issue that made it possible to activate the Assist without expending Assemble Gauge when input directly after the input window for Crossover Reflect ends under certain conditions.
  • Corrected the resulting behavior when a Member Switch and Crossover trigger simultaneously.
  • Fixed an issue where the slowdown effect from Green Goblin’s Sticky Bomb would result in less backwards distance covered when performing Crossover.

Crossover Reflect

  • Increased the Skill Gauge gain from a successful Crossover Reflect from 10→20.

Perfect Reflect

  • Increased the Skill Gauge gain from a successful Perfect Reflect from 12→40.
  • Once sent flying, the opponent will no longer get caught on anything but the leader character.
  • This change is to fix issues caused when the opponent character would not be hit at times if caught between the player and a summoned Assist.
  • Decreased Assist cooldown, speeding up the timing before Assists can be used again for the player who successfully performed the Perfect Reflect when putting the opponent in the Disassembled state.
  • This affects all Assists with cooldown effective.

Member Switch

  • Changed so that it is no longer possible to perform a Member Switch with the on-screen ally character after blocking an attack while any version of Assemble Assist is active.
  • This now behaves the same way as when taking damage. This makes it no longer possible to take advantage of the fast startup of Member Switch and place an Assist on the opposite side of the opponent, then perform a Member Switch while under attack. This put the opponent on the offensive at a disadvantage, which was not an intended situation.
  • Adjusted the effect when the leader character changes to differ between P1 and P2.

Disassembled

  • Fixed an issue causing the Assemble Gauge to increase during the effect.

Dash

  • Extended the input buffer window for dash when using directional inputs, making it similarly easy to perform as Quick Dash.

Aerial Dash

  • Added input buffer to make the move easier to perform, improving the responsiveness of the controls.

Free Flight

  • Added input buffer to make the move easier to perform, improving the responsiveness of the controls.

Multi-Dash

  • Fixed an issue causing the input buffer window afterwards to become shorter sometimes when performed with L+M.

Jumping →+H

  • The start of Jumping H can now be overwritten to Jumping →+H when performed without any attacks in between, making it easier to perform Jumping →+H.

Crouching H

  • Adjusted to make it easier to perform Skills when canceling Crouching H late during a combo.

Throw Escape

  • Adjusted the input window to only succeed after being grabbed by the opponent.

Jump

  • Fixed an issue causing brief throw invincibility when performing a jump mid-air.

Break

  • Fixed an issue causing landing recovery to trigger the next time a jump is performed after a stage transition at times.

Character Icon

  • Fixed an issue causing the character icon not to be displayed properly when performing Crossover or Member Switch under certain conditions.

Other

  • Fixed minor visual issues.

Battle: Per Character

Captain America

Assemble Assist Assault (←+A)

  • Fixed an issue resulting in incorrect movement values when the attack is performed in certain positions.

Black Panther

Bast’s Blessing Gauge

  • Fixed an issue causing the Bast’s Blessing Gauge value not to be calculated properly when a projectile hits as the first hit in a combo.

Grounded Assemble Smash (L+A)

  • Adjusted behavior so that the recovery would match that of other characters.

Magik

Teleport (U near Dark Portal)

  • Adjusted input priority of the neutral version, making it easier to perform after normal moves, etc.

Danger

Holoseeker (236+Attack, held)

  • Fixed an issue causing the explosion to occur at the wrong position at times after coming into contact with Calibrate.
  • Fixed an issue causing a beam to be fired from a position with no Calibrate when using Synchrobeam after coming into contact with Calibrate.

Kill Switch (L Version) (214+L)

  • Fixed an issue causing Break to trigger after the Combo Limit under certain conditions.

Grounded Finisher Attack (L→L→L Link Attack, etc.)

  • Fixed an issue causing her hurtbox to extend unintentionally.

Spider-Man

Arachnid Assault (H Version) (214+H)

  • Fixed an issue causing it to trigger unintentionally when using certain inputs.

Spidey Sense (M Version, H version) (623+MorH)

  • Fixed an issue causing unintended opponent behavior when triggering a Break stage transition.

Web Slam/Web Snare (Hold ←+U during U)

  • Fixed an issue causing unintended landing recovery after use.

Star-Lord

Elemental Outlaw (Aerial) (236+M+H)

  • Fixed an issue causing the attack to miss during the cinematic camera when hitting under certain conditions.

Peni Parker

Wheel Bomb (Weapon from U)

  • Fixed an issue causing the Vital Gauge never to hit 0 when hitting the player.

Ghost Rider

Judgement Cradle (214+Attack)

  • Fixed an issue causing the follow-up direction to be reversed from the input under certain conditions.
  • Fixed an issue causing the blowback value not to behave as intended depending on the positioning of the attack.

Blade

Glaive Strike (H Version) (22+H)

  • Fixed an issue causing a great increase in the number of hits when hitting under certain conditions.

Deadpool

Foot Dive (Attack during 22+M/22M mid-air/623M mid-air with Healing Gauge)

  • Fixed it to no longer expend the grenade when not entering the dedicated sequence on hit while holding the Explosive Grenade.
  • Adjusted the behavior on clash to a rebound animation.

Rope-a-Dope (236+M with Healing Gauge)

  • Fixed an issue granting the opponent invincibility on hit, making the attack whiff under certain conditions.

Faulty Grenade/Headpool (←+U after ←+U)

  • Fixed an issue causing the Vital Gauge never to hit 0 when hitting the player.

Fever Dream: Ranbu (236+H→L)

  • Decreased button input window, making it less likely to activate unintentionally.

Loki

Laevateinn (632146+M+H)

  • Fixed an issue causing the damage to increase more than intended under certain conditions.

Magneto

Magnetic Blast (236+Attack)

  • Adjusted the timing of the power-up levels when held with three clouds of debris present, making it easier to perform the second level.
  • Fixed an issue causing the recovery to be longer than the standard version when the charged version is blocked.

Return Animation after Assist Attack

  • Fixed an issue causing him to enter an aerial state when performing a Member Switch at certain timings.

Green Goblin

Flyby Kick (U)

  • Fixed an issue causing him to enter the on-glider state at times when the glider has not been summoned.

Sticky Bomb (623+Attack)

  • Fixed an issue causing the effect to remain visible after the effect wears off at times.

Glider Raid (M Version) (22+M)

  • Fixed an issue causing the Vital Gauge never to hit 0 when hitting the player.

Sky Scraper (236+M+H)

  • Fixed an issue causing the cinematic not to play as intended on hit under certain conditions.

Carnage

Parasite Fang (U)

  • Fixed an issue causing the attack data not to switch as intended between close range and the edge of the range at times.

Guillotine Axe (H Version) (22+H)

  • Fixed an issue causing the hitbox to extend when the button is held under certain conditions.

Champion

Grounded Assemble Smash (L+A)

  • Corrected the behavior to result in the same recovery as other characters.

Lone Champion (directional input+A)

  • Corrected so that when performed at the expense of Assemble Gauge, it no longer increases the Combo Limit (follow-up limit) when the attack hits.

Lone Champion Rush (A during Attack)

  • Fixed an issue causing increased Skill Gauge gain when used multiple times in a combo compared to other characters.

Pride Gauge

  • Fixed an issue causing the Pride Gauge gain to be lower than intended when activating certain moves.

Super Nova Slam (2+U/U mid-air)

  • Fixed an issue causing him to turn around when performing the follow-up at times after a successful grab.

Void Knuckle (H Version) (236+H)

  • Fixed an issue causing the Counter Hit effect not to trigger against the leader character if it hits an Assist first.

Cosmic Crush (623+Attack)

  • Fixed an issue causing some of the armor (attack endure) area to disappear when enduring a projectile in the Awakened Form.
  • Fixed an issue causing other attacks to be able to hit during the sequence, interrupting it.

Star Duster (M Version, H Version) (214+MorH)

  • Fixed an issue causing Break to trigger when it should not upon clash.

Additional Notices 

Regarding Replay Data 

  • After updating the game, replays from previous versions cannot be searched for or played back.
  • Replay data saved locally remains on your system but cannot be played back.


Systems


Released

August 6, 2026

ESRB

Teen / Blood, Language, Mild Suggestive Themes, Violence, In-Game Purchases, Users Interact

Publisher(s)

Sony Interactive Entertainment, PlayStation Publishing


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