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MARVEL Tōkon director apologises for a rough PC launch

Game director Kazuto Sekine has apologised for the PC stability problems that marred MARVEL Tōkon: Fighting Souls at launch, and set out the input and assist changes coming next.

MARVEL Tōkon: Fighting Souls gameplay screenshot showing Captain America trading blows with a masked fighter on a neon-lit city street.

MARVEL Tōkon: Fighting Souls has been out for a little over a month, and its director has used the occasion to say sorry. In a message posted on the game's Steam page, game director Kazuto Sekine acknowledged that the launch period was "impacted by stability issues on PC" and apologised "for the frustration this has caused our players", adding that the team is working on the PC version so players can enjoy it "to the fullest".

It is a pointed apology for a game that arrived on 6 August to a well-received beta and plenty of goodwill. Arc System Works has patched steadily ever since, with fixes on 10 August, 21 August and 28 August, and MARVEL Tōkon has settled into a louder problem: what happens once two players understand the assist system.

Inputs first, then assists

Sekine named two areas the development team believes need work. The first is input response: attacks from aerial dashes or Free Flight would sometimes fail to register correctly, or not at all. The current build offers a six-frame input buffer while a button is held, and the plan is to loosen that so actions come out "even when the button is not held" in certain cases. Players are being asked to send specifics through the game's Zendesk support portal so the team can chase the worst offenders.

The second is the sheer frequency of assists and tags. The original intention was to recreate the chaotic feel of a comic's final page, but players have pushed the system far past what the developers expected, and plenty have complained about how often assists fire. The stated fix is to increase the cooldown on certain assists and switches, keeping rushdown intact while carving out more time in neutral, and to cut down the stretches where a player cannot input anything because of tag use.

No character buffs or nerfs yet

Anyone hoping for a balance pass on their favourite will have to wait. Sekine says the game is still in a discovery phase and that it is "too early to start modifying character traits", particularly with assist and tag changes about to shift the meta underneath. The letter includes win rates for the whole roster and they are remarkably flat: Blade and Magik lead on 52 per cent, while Wolverine, Deadpool and Champion sit at 48 per cent, with everyone else in between. Mirror matches are excluded from those figures.

Patch timing respects the tournament calendar

One detail worth crediting: Arc System Works intends to ship the changes at a point that has as little impact as possible on major tournaments, including the qualifiers for the Arc World Tour. Patch schedules and competitive calendars have a long history of colliding, so the courtesy stands out.

Our opinion

Director letters are cheap, and a month of PC players wrestling with frame drops is not repaired by a blog post. What makes this one worth reading is that it names specific systems instead of promising vague "improvements". A six-frame buffer that occasionally swallows an aerial dash input is a real problem in a fighting game, and admitting that removing the gauge cost on neutral assists pushed players into a passive, combo-heavy style is a rare bit of honesty from a studio about its own design logic.

The refusal to touch character balance is the more interesting call. Reaction-patch culture has trained fighting-game players to expect a balance pass every few weeks, and a 48 to 52 per cent win spread is exactly the evidence that argues for leaving well alone until the assist rework lands. Whether any of this fixes the PC version is another matter entirely, and the proof will be whether the next set of patch notes has to mention stability again.