Important Note
you need to have STEAM installed. If the game prompts an error, you need to install the two components of the game directory MTFS \ Binaries \ Win64 \ Preequisites,
eoseac_install_29e5cd54310aa0162befef42f9509cda9b0678f.bat and pspcsdkruntime_6.50.00.10.bat
About the Game
- MARVEL Tōkon: Fighting Souls
Assemble your team of legendary Marvel characters in the ultimate 4v4 tag team fighter from PlayStation Studios, Arc System Works and Marvel Games.
It’s time to build your dream team and break some spirits in blistering 4v4 fighting action. Choose from an expanding roster of 20 iconic Marvel characters at launch, each rendered in a bold new anime-inspired art style and members of their own unique teams of equally impressive heroes and villains.
Experiment with team compositions to discover new combos, synergies, and strategies. Blast your way through dynamic stages based on iconic Marvel Universe locales, some featuring interactive stage transitions.
Fighting is both immersive and intuitive, with a range of unique move sets, combos, and strategies to master. Adjustable controls, both traditional and quick inputs, plus easy chain combos make diving right in a breeze.
Face off against a friend locally or join the fray with up to 64 players in the online² lobby, including standard VS modes. Plus, dive deep on each team with the single player Episode Mode to learn more about team dynamics and lore.
²Internet connection and account for PlayStation required.
MARVEL Tōkon: Fighting Souls features a wide range of offline content, including Episode Mode, local Versus, Training Mode, All-Star Arena, Character Guides and more.
The mode Arcadia Rumble is also fully playable offline, with optional online features.
A PlayStation Account and internet connection are required for Online Lobby, Room Matches (Private Rooms), Ranked Matches, Casual Matches, Player Profile and other online features.
PC feature
Ultra SettingsExperience the action of MARVEL Tōkon: Fighting Souls at high performance rates of 60fps (locked in battle) and super crisp 4K³ visuals.
³4K requires compatible 4K TV or display.
DualSense® controller support
Feel every super-powered blow and bombastic special move with the immersive haptic feedback of the DualSense® wireless controller.
Screenshots
10 imagesVersion Information
Steam Patch Notes
Official update history
🔧 Patch Notes
We’ve been working on a number of fixes and improvements aimed at reducing performance issues, improving stability, and addressing some specific problems.
🖥️ PC Fixes
⚡ Reduced CPU Usage
Multiple fixes have been implemented to reduce overall CPU usage, including:
An issue where the CPU ran high throughout the start up process.
An issue where additional load on the system was being created due to periodic audio processing during matches.
📉 Sudden Performance Drops
We identified an issue where the game was regularly checking for available audio inputs. These unnecessary checks could cause sudden frame drops and performance drops. This has now been addressed.
📉 Frame Rate Drops
Fixed an issue where the frame rate would drop when certain resolutions were selected.
🎮 Bug Fixes
▶️ Battle Settings
Fixed an issue where restarting the game with certain customization items or colors enabled would cause the settings to revert to default.
▶️ Online Lobby
Fixed an issue where changing how attack buttons were displayed to action icons resulted in some buttons becoming unresponsive during the open lobby mini games.
For the PC Players
▶️ Warm Up Those Shaders
With the game being updated to the latest version, the PC version will prompt you to warm-up the shaders. Do so now for a smoother experience.
▶️ Auto Graphics Quality Setting
Improved auto spec detection to select a graphics profile that better fits your system.
Thanks for your continued reports and feedback. These fixes are part of our ongoing work to improve performance, stability, and the overall experience.
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.
▶Removed member change functions with assemble button; assigned previous Quick Tag Button as dedicated Tag Button
【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.
▶Changed screen freeze duration during 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.
[img src="{STEAM_CLAN_IMAGE}/45665198/2452246788a327abd7cd22bb1494e7f0764aab45.png"]
▶Each Assemble Assist type (Shooter, Vertical and Assault) can now be triggered via cancelling an attack.
▶Reduced screen freeze duration when calling Assist via cancelling.
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.
▶Assemble Rush command has been changed.
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.
【Normal (non-cancel)】
Neutral +× Assemble Assist (Shooter).
→+× Assemble Assist (Shooter).
↓+× Assemble Assist (Vertical).
←+× Assemble Assist (Assault).
【When Cancelled】
Neutral +× Assemble Rush (prioritizes entry in order of standby character number 2>3>4)
→+× Assemble Assist (Shooter).
↓+× Assemble Assist (Vertical).
←+× Assemble Assist (Assault).
▶Consecutive Assists can now be triggered with neutral+X.
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.
▶Aerial Assemble Assist Change
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.
▶Sub character attacks are now all high attacks.
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.
[img src="{STEAM_CLAN_IMAGE}/45665198/c8142a7b123456ebbf7a0ab28f00542fa6a030b9.png"]
▶Removed whiff cancelling of Link Attacks.
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.
▶Change to Link Attack Finish input.
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.
▶Adjustment to Link Attack limit to a maximum of four Links
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.
▶Adjustment so only single button route Link Attacks combo into Skills
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
[img src="{STEAM_CLAN_IMAGE}/45665198/86bfe6bbc3dc0d6f6bfa08014ac19de5f84532c1.png"]
▶Super Skills no longer cause Wall Break.
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.
▶Post-Wall Break, the receiving end is in full knockdown, instead of neutral with opponent.
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.
[img src="{STEAM_CLAN_IMAGE}/45665198/20736108a433370f04aedc406d6601d1b26a992d.png"]
▶Reduced combo limit consumption of aerial normals by half.
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.
▶Added Stylish Rating.
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.
[img src="{STEAM_CLAN_IMAGE}/45665198/c95071f57b16ba25c919ac8d3af4228c4c3f8cb6.png"]
▶Changed jump execution priority
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.
▶ Changed Homing Jump trigger condition.
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.
▶ Added more instances where received damage is converted to healing gauge:
When armor is triggered, damage now converts to healing gauge.
While guarding, chip damage is now converted to healing gauge.
The above changes will give players more strategic options around dealing and healing damage.
Current Release
Build 24648463
Uploaded Aug 15, 2026
System Requirements
How to Install
MTFS.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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