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	<title>Marvel Games &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Marvel Tōkon: Fighting Souls Gets Phoenix Cyclops , Assist Changes in Latest Update</title>
		<link>https://gamingbolt.com/marvel-tokon-fighting-souls-gets-phoenix-and-cyclops-with-latest-update</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Mon, 02 Nov 2026 14:49:17 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Arc System Works]]></category>
		<category><![CDATA[Marvel Games]]></category>
		<category><![CDATA[Marvel Tōkon: Fighting Souls]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=656160</guid>

					<description><![CDATA[The arrival of the characters has coincided with a major update that has brought along several balance changes to the fighting game.]]></description>
										<content:encoded><![CDATA[<p>Developer Arc System Works has released a new update for its newest fighting game, <em>Marvel Tōkon: Fighting Souls</em>. Headlining the update are performance and stability improvements, as well as the addition of Phoenix and Cyclops as playable members of the roster.</p>
<p>The arrival of the two characters also includes the addition of the “PHOENIX CYCLOPS” Arena Course to All-Star Arena, the Phoenix Cyclops Support Soul to Survival in All-Star Arena, the “Fallen Phoenix” battle music, lobby avatar, profile customization items, gallery content, and the Phoenix Cyclops Fighter Soul to Arcadia Rumble. All of this new content is accessible for those who have bought the <em>Marvel Tōkon: Fighting Souls</em> Ultimate Edition, Digital Deluxe Edition, or the Year 1 Character &amp; Stage Pass. The characters are also available individually through the Phoenix Cyclops DLC.</p>
<p>When it comes to technical changes, PC players can look forward to the new Benchmark Test option that will allow them to get real-time details on whether the tweaks made to the game’s graphics settings will result in performance improvements. Players who have passed the benchmark can also set it as a filter for online matchmaking to limit their opponent pool to those who have also passed the benchmark test.</p>
<p>Along with this, the studio has also made a variety of balance changes to several characters and their moves. Check out the full patch notes below for more details.</p>
<p><em>Marvel Tōkon: Fighting Souls</em> is available on PC and PS5. For more details, take a look at our review.</p>
<p><strong><em>Marvel Tōkon: Fighting Souls</em> 2nd November, 2026 patch notes:</strong></p>
<p><strong>Newly Added Content </strong></p>
<p><strong>Overall/Game Modes</strong></p>
<ul>
<li>Added the new playable character, Phoenix Cyclops.</li>
<li>Added his battle music “Fallen Phoenix,” lobby avatar, profile customization items, and gallery content.</li>
<li>Added the “PHOENIX CYCLOPS” Arena Course to All-Star Arena, and the Phoenix Cyclops Support Soul to Survival in All-Star Arena.</li>
<li>Added the Phoenix Cyclops Fighter Soul to Arcadia Rumble.</li>
<li>These items are available in each mode after purchasing either the MARVEL Tōkon: Fighting Souls Ultimate Edition, Digital Deluxe Edition, the Year 1 Character &amp; Stage Pass, or Phoenix Cyclops DLC.</li>
</ul>
<p><strong>PC Version</strong></p>
<p><strong>Benchmark Test</strong></p>
<ul>
<li>Added the Benchmark Test feature to check the game’s performance within your PC environment before playing online.</li>
<li>Players who pass the benchmark may use this as a filter in online matchmaking to play with others who have also passed it.</li>
</ul>
<p><strong>Shader Warmup</strong></p>
<ul>
<li>The shader warmup is now required upon launching the game.</li>
</ul>
<p><strong>Other</strong></p>
<ul>
<li>Made adjustments to improve the stability and consistency of online matches, helping reduce unexpected interruptions and disruptions during gameplay for the PC version.</li>
</ul>
<p><strong>PS5 Version and PC Version </strong></p>
<p><strong>Online Matches</strong></p>
<ul>
<li>Made adjustments to improve online match stability and reduce unexpected disruptions during gameplay.</li>
<li>Implemented an icon to indicate slowdown during online matches on the player or opponent side.</li>
</ul>
<p><strong>Spectating</strong></p>
<ul>
<li>Fixed an issue causing desynchronization issues to occur sometimes while spectating online matches.</li>
<li>Fixed an issue causing the game to become unresponsive when attempting to spectate in the Open Lobby or Room Matches under certain conditions.</li>
</ul>
<p><strong>Replays</strong></p>
<ul>
<li>Fixed an issue causing the match results to differ from the actual match during replay playback in rare instances.</li>
<li>Fixed an issue causing unintended controls to be possible during playback.</li>
</ul>
<p><strong>Casual Match &amp; Ranked Match</strong></p>
<ul>
<li>Expanded the search range when selecting “Nearby Regions” under the Region Settings.</li>
<li>It remains possible to avoid matching with players with incompatible network connections by using the “Connection Speed” option.</li>
<li>This adjustment will make it easier to find matches, especially if you have set the “Connection Speed” restrictions low.</li>
<li>When selecting “All” under the Region Settings, “Connection Speed” restrictions no longer apply.</li>
<li>This adjustment skips unnecessary checks regarding connection strength, providing the fast matchmaking expected of the “All” region option.</li>
<li>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.”</li>
<li>When this patch is applied, the Platform Settings will be reset to the default setting, “All.”</li>
<li>As the performance of the PC version has been improved, this reset intends to provide a better matchmaking environment.</li>
<li>If you prefer to match with only the same platform, please choose the “Same Platform Only” option from the Matching Settings.</li>
<li>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.</li>
</ul>
<p><strong>Ranked Match</strong></p>
<ul>
<li>Revised the rating fluctuation calculations for the Master rank.</li>
<li>Adjusted the conditions to move from Vibranium to Master.</li>
<li>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.</li>
<li>This led to longer wait times for matches as well as matches between players with a large difference in rating within the Master rank.</li>
<li>To provide the intended, smooth matchmaking experience for more players, we have changed the conditions as follows.</li>
<li>Rank Up Conditions Before Change: 4 wins out of 5 matches</li>
<li>Rank Up Conditions After Change: 3 wins out of 5 matches</li>
<li>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.</li>
<li>Set a limit on the difference in rating between players in Master Ranked Matches.</li>
<li>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.</li>
<li>This adjustment aims to provide fair matchmaking by avoiding matches with an extreme gap in player ability.</li>
<li>We expect the impact on matchmaking speed for all players to be very minimal.</li>
<li>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.</li>
<li>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.</li>
</ul>
<p><strong>Room Match</strong></p>
<ul>
<li>A pop-up will now be displayed to indicate the Room Code when creating a room after setting a Room Code.</li>
<li>After selecting Disband Room or Exit Room, you will now transition to the Battle Menu.</li>
</ul>
<p><strong>Training Mode</strong></p>
<ul>
<li>Added “Assist Cooldown” item to the Gauge Settings within the Training Menu.</li>
<li>Added “Playback Method” item for the Recreate Battle State feature within the Training Menu.</li>
</ul>
<p><strong>Character Lessons</strong></p>
<p><strong>Wolverine</strong></p>
<ul>
<li>Fixed an issue where one use of Eviscerate (214+Attack) would be counted multiple times during the Action Check.</li>
</ul>
<p><strong>Star-Lord</strong></p>
<ul>
<li>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).</li>
</ul>
<p><strong>Ghost Rider</strong></p>
<ul>
<li>Corrected Action Check Skill 4 to no longer count the action when performed with a different input than the button shown.</li>
</ul>
<p><strong>Loki</strong></p>
<ul>
<li>Fixed an issue in Level Up Mission 5 where the M version would count as the H version of Serpent Spike (623+Attack).</li>
</ul>
<p><strong>Battle: Universal</strong></p>
<p><strong>Summoning Assists</strong></p>
<ul>
<li>Adjusted the cooldown time when calling any version Assist until it can be used again.</li>
<li>All Assemble Assist versions: 180F</li>
<li>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)</li>
<li>When the Assist is attacked: 300F</li>
<li>Super Assemble: 300F (A during Super Skill)</li>
<li>Member Switch: 300F (Tag)</li>
<li>Member Switch during round start sequence: 1F</li>
<li>Removed cooldown during the round start sequence.</li>
<li>Other Assemble actions remain unchanged at 10F.</li>
<li>Change to UI displaying cooldown time</li>
<li>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.</li>
<li>Adjusted the cooldown time after attacking while an ally Assist is out.</li>
<li>Slightly increased duration of reduced cooldown recovery after attacking the opponent and putting them into hitstun during an ally Assist action.</li>
<li>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.</li>
</ul>
<p><strong>Assemble Assist</strong></p>
<ul>
<li>Upon successful Assist input, inputting another direction at the beginning of the action no longer changes the Assist that appears.</li>
<li>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.</li>
</ul>
<p><strong>Assemble Gauge</strong></p>
<ul>
<li>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.</li>
<li>Default state: 25→60 (every 1 frame)</li>
<li>During knockback and blocking: 25→30 (every 1 frame)</li>
</ul>
<p><strong>Assemble Rush</strong></p>
<ul>
<li>Fixed an issue resulting in less Skill Gauge value gained when used for the first time in a combo under certain conditions.</li>
</ul>
<p><strong>Assemble Smash</strong></p>
<ul>
<li>The Assemble Gauge no longer recovers until the action ends.</li>
<li>This adjustment is in line with the increased recovery speed of the Assemble Gauge.</li>
<li>Fixed an issue causing the “Reversal!” system message not to appear even when the conditions are met.</li>
<li>Fixed an issue causing the weapons of certain characters not to be displayed during Assemble Smash at times.</li>
</ul>
<p><strong>Assemble Counter</strong></p>
<ul>
<li>The Assemble Gauge no longer recovers until the action ends.</li>
<li>This adjustment is in line with the increased recovery speed of the Assemble Gauge.</li>
<li>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.</li>
</ul>
<p><strong>Crossover</strong></p>
<ul>
<li>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.</li>
<li>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.</li>
<li>Corrected the resulting behavior when a Member Switch and Crossover trigger simultaneously.</li>
<li>Fixed an issue where the slowdown effect from Green Goblin’s Sticky Bomb would result in less backwards distance covered when performing Crossover.</li>
</ul>
<p><strong>Crossover Reflect</strong></p>
<ul>
<li>Increased the Skill Gauge gain from a successful Crossover Reflect from 10→20.</li>
</ul>
<p><strong>Perfect Reflect</strong></p>
<ul>
<li>Increased the Skill Gauge gain from a successful Perfect Reflect from 12→40.</li>
<li>Once sent flying, the opponent will no longer get caught on anything but the leader character.</li>
<li>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.</li>
<li>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.</li>
<li>This affects all Assists with cooldown effective.</li>
</ul>
<p><strong>Member Switch</strong></p>
<ul>
<li>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.</li>
<li>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.</li>
<li>Adjusted the effect when the leader character changes to differ between P1 and P2.</li>
</ul>
<p><strong>Disassembled</strong></p>
<ul>
<li>Fixed an issue causing the Assemble Gauge to increase during the effect.</li>
</ul>
<p><strong>Dash</strong></p>
<ul>
<li>Extended the input buffer window for dash when using directional inputs, making it similarly easy to perform as Quick Dash.</li>
</ul>
<p><strong>Aerial Dash</strong></p>
<ul>
<li>Added input buffer to make the move easier to perform, improving the responsiveness of the controls.</li>
</ul>
<p><strong>Free Flight</strong></p>
<ul>
<li>Added input buffer to make the move easier to perform, improving the responsiveness of the controls.</li>
</ul>
<p><strong>Multi-Dash</strong></p>
<ul>
<li>Fixed an issue causing the input buffer window afterwards to become shorter sometimes when performed with L+M.</li>
</ul>
<p><strong>Jumping →+H</strong></p>
<ul>
<li>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.</li>
</ul>
<p><strong>Crouching H</strong></p>
<ul>
<li>Adjusted to make it easier to perform Skills when canceling Crouching H late during a combo.</li>
</ul>
<p><strong>Throw Escape</strong></p>
<ul>
<li>Adjusted the input window to only succeed after being grabbed by the opponent.</li>
</ul>
<p><strong>Jump</strong></p>
<ul>
<li>Fixed an issue causing brief throw invincibility when performing a jump mid-air.</li>
</ul>
<p><strong>Break</strong></p>
<ul>
<li>Fixed an issue causing landing recovery to trigger the next time a jump is performed after a stage transition at times.</li>
</ul>
<p><strong>Character Icon</strong></p>
<ul>
<li>Fixed an issue causing the character icon not to be displayed properly when performing Crossover or Member Switch under certain conditions.</li>
</ul>
<p><strong>Other</strong></p>
<ul>
<li>Fixed minor visual issues.</li>
</ul>
<p><strong>Battle: Per Character</strong></p>
<p><strong>Captain America</strong></p>
<p>Assemble Assist Assault (←＋A)</p>
<ul>
<li>Fixed an issue resulting in incorrect movement values when the attack is performed in certain positions.</li>
</ul>
<p><strong>Black Panther</strong></p>
<p>Bast’s Blessing Gauge</p>
<ul>
<li>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.</li>
</ul>
<p>Grounded Assemble Smash (L＋A)</p>
<ul>
<li>Adjusted behavior so that the recovery would match that of other characters.</li>
</ul>
<p><strong>Magik</strong></p>
<p>Teleport (U near Dark Portal)</p>
<ul>
<li>Adjusted input priority of the neutral version, making it easier to perform after normal moves, etc.</li>
</ul>
<p><strong>Danger</strong></p>
<p>Holoseeker (236+Attack, held)</p>
<ul>
<li>Fixed an issue causing the explosion to occur at the wrong position at times after coming into contact with Calibrate.</li>
<li>Fixed an issue causing a beam to be fired from a position with no Calibrate when using Synchrobeam after coming into contact with Calibrate.</li>
</ul>
<p>Kill Switch (L Version) (214＋L)</p>
<ul>
<li>Fixed an issue causing Break to trigger after the Combo Limit under certain conditions.</li>
</ul>
<p>Grounded Finisher Attack (L→L→L Link Attack, etc.)</p>
<ul>
<li>Fixed an issue causing her hurtbox to extend unintentionally.</li>
</ul>
<p><strong>Spider-Man</strong></p>
<p>Arachnid Assault (H Version) (214＋H)</p>
<ul>
<li>Fixed an issue causing it to trigger unintentionally when using certain inputs.</li>
</ul>
<p>Spidey Sense (M Version, H version) (623＋MorH)</p>
<ul>
<li>Fixed an issue causing unintended opponent behavior when triggering a Break stage transition.</li>
</ul>
<p>Web Slam/Web Snare (Hold ←+U during U)</p>
<ul>
<li>Fixed an issue causing unintended landing recovery after use.</li>
</ul>
<p><strong>Star-Lord</strong></p>
<p>Elemental Outlaw (Aerial) (236＋M＋H)</p>
<ul>
<li>Fixed an issue causing the attack to miss during the cinematic camera when hitting under certain conditions.</li>
</ul>
<p><strong>Peni Parker</strong></p>
<p>Wheel Bomb (Weapon from U)</p>
<ul>
<li>Fixed an issue causing the Vital Gauge never to hit 0 when hitting the player.</li>
</ul>
<p><strong>Ghost Rider</strong></p>
<p>Judgement Cradle (214+Attack)</p>
<ul>
<li>Fixed an issue causing the follow-up direction to be reversed from the input under certain conditions.</li>
<li>Fixed an issue causing the blowback value not to behave as intended depending on the positioning of the attack.</li>
</ul>
<p><strong>Blade</strong></p>
<p>Glaive Strike (H Version) (22＋H)</p>
<ul>
<li>Fixed an issue causing a great increase in the number of hits when hitting under certain conditions.</li>
</ul>
<p><strong>Deadpool</strong></p>
<p>Foot Dive (Attack during 22+M/22M mid-air/623M mid-air with Healing Gauge)</p>
<ul>
<li>Fixed it to no longer expend the grenade when not entering the dedicated sequence on hit while holding the Explosive Grenade.</li>
<li>Adjusted the behavior on clash to a rebound animation.</li>
</ul>
<p>Rope-a-Dope (236+M with Healing Gauge)</p>
<ul>
<li>Fixed an issue granting the opponent invincibility on hit, making the attack whiff under certain conditions.</li>
</ul>
<p>Faulty Grenade/Headpool (←＋U after ←＋U)</p>
<ul>
<li>Fixed an issue causing the Vital Gauge never to hit 0 when hitting the player.</li>
</ul>
<p>Fever Dream: Ranbu (236＋H→L)</p>
<ul>
<li>Decreased button input window, making it less likely to activate unintentionally.</li>
</ul>
<p><strong>Loki</strong></p>
<p>Laevateinn (632146+M+H)</p>
<ul>
<li>Fixed an issue causing the damage to increase more than intended under certain conditions.</li>
</ul>
<p><strong>Magneto</strong></p>
<p>Magnetic Blast (236＋Attack)</p>
<ul>
<li>Adjusted the timing of the power-up levels when held with three clouds of debris present, making it easier to perform the second level.</li>
<li>Fixed an issue causing the recovery to be longer than the standard version when the charged version is blocked.</li>
</ul>
<p>Return Animation after Assist Attack</p>
<ul>
<li>Fixed an issue causing him to enter an aerial state when performing a Member Switch at certain timings.</li>
</ul>
<p><strong>Green Goblin</strong></p>
<p>Flyby Kick (U)</p>
<ul>
<li>Fixed an issue causing him to enter the on-glider state at times when the glider has not been summoned.</li>
</ul>
<p>Sticky Bomb (623+Attack)</p>
<ul>
<li>Fixed an issue causing the effect to remain visible after the effect wears off at times.</li>
</ul>
<p>Glider Raid (M Version) (22＋M)</p>
<ul>
<li>Fixed an issue causing the Vital Gauge never to hit 0 when hitting the player.</li>
</ul>
<p>Sky Scraper (236＋M+H)</p>
<ul>
<li>Fixed an issue causing the cinematic not to play as intended on hit under certain conditions.</li>
</ul>
<p><strong>Carnage</strong></p>
<p>Parasite Fang (U)</p>
<ul>
<li>Fixed an issue causing the attack data not to switch as intended between close range and the edge of the range at times.</li>
</ul>
<p>Guillotine Axe (H Version) (22＋H)</p>
<ul>
<li>Fixed an issue causing the hitbox to extend when the button is held under certain conditions.</li>
</ul>
<p><strong>Champion</strong></p>
<p>Grounded Assemble Smash (L＋A)</p>
<ul>
<li>Corrected the behavior to result in the same recovery as other characters.</li>
</ul>
<p>Lone Champion (directional input+A)</p>
<ul>
<li>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.</li>
</ul>
<p>Lone Champion Rush (A during Attack)</p>
<ul>
<li>Fixed an issue causing increased Skill Gauge gain when used multiple times in a combo compared to other characters.</li>
</ul>
<p>Pride Gauge</p>
<ul>
<li>Fixed an issue causing the Pride Gauge gain to be lower than intended when activating certain moves.</li>
</ul>
<p>Super Nova Slam (2＋U/U mid-air）</p>
<ul>
<li>Fixed an issue causing him to turn around when performing the follow-up at times after a successful grab.</li>
</ul>
<p>Void Knuckle (H Version) (236＋H)</p>
<ul>
<li>Fixed an issue causing the Counter Hit effect not to trigger against the leader character if it hits an Assist first.</li>
</ul>
<p>Cosmic Crush (623＋Attack)</p>
<ul>
<li>Fixed an issue causing some of the armor (attack endure) area to disappear when enduring a projectile in the Awakened Form.</li>
<li>Fixed an issue causing other attacks to be able to hit during the sequence, interrupting it.</li>
</ul>
<p>Star Duster (M Version, H Version) (214＋MorH)</p>
<ul>
<li>Fixed an issue causing Break to trigger when it should not upon clash.</li>
</ul>
<p><strong>Additional Notices </strong></p>
<p>Regarding Replay Data</p>
<ul>
<li>After updating the game, replays from previous versions cannot be searched for or played back.</li>
<li>Replay data saved locally remains on your system but cannot be played back.</li>
</ul>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Marvel Tōkon: Fighting Souls Details Phoenix Cyclops&#8217;s Skills and Alternate Form in New Video</title>
		<link>https://gamingbolt.com/marvel-tokon-fighting-souls-details-phoenix-cyclopss-skills-and-alternate-form-in-new-video</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 30 Oct 2026 18:07:03 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Arc System Works]]></category>
		<category><![CDATA[Marvel Games]]></category>
		<category><![CDATA[Marvel Tōkon: Fighting Souls]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=656047</guid>

					<description><![CDATA[Scott Summers has seen better days, but as the first Year 1 DLC fighter, he's an incredible asset who takes no prisoners.]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">With <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-adds-phoenix-cyclops-on-november-2-and-he-has-a-dark-phoenix-form">Phoenix Cyclops joining the roster</a> of <em>Marvel Tōkon: Fighting Souls</em> as its first DLC character, Arc System Works has released a new Character Guide video, detailing his abilities. Check it out below.</p>



<p class="wp-block-paragraph">It begins with Optic Blast, a simple beam attack that can be charged for more damage, bounce off the floor, and even evade projectiles. This is also one way to gain Solar Shards and trigger Dark Phoenix form, enhancing attacks with Surging Flame, letting you move in a specific direction after it connects (and takes some health). So when using other skills like Heat Wave, Tactical Strike, and Phoenix Dive, it opens up a lot of potential for mix-ups.</p>



<p class="wp-block-paragraph">However, you need to decide carefully when to use it because Solar Shards can&#8217;t be garnered for the rest of the round after the transformation ends. Afterwards, Cyclops enters the Ashen State, possessing many of the same abilities as his default state.</p>



<p class="wp-block-paragraph">As for his Ultimate Skill, Dark Ascension, it can change depending on these conditions. If used after collecting all the Solar Shards, he&#8217;ll transform into Dark Phoenix; without them, he&#8217;ll immediately attack and transition into the Ashen state. Use it when he&#8217;s already Dark Phoenix, and you&#8217;ll deal far more damage.</p>



<p class="wp-block-paragraph">Phoenix Cyclops arrives on November 2nd for Year 1 Character and Stage Pass holders. He&#8217;s <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-confirms-thor-jane-foster-venom-and-jubilee-as-year-1-dlc">followed by Thor (Jane Foster), Venom and Jubilee</a>.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="MARVEL Tōkon: Fighting Souls | Phoenix Cyclops Character Guide" width="500" height="281" src="https://www.youtube.com/embed/1IPt89EftdM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>
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		<title>Insomniac Job Listings Point to X-Men Game With Multiple Playable Characters in Development &#8211; Rumor</title>
		<link>https://gamingbolt.com/insomniac-job-listings-point-to-x-men-game-with-multiple-playable-characters-in-development-rumor</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Thu, 29 Oct 2026 14:23:12 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Rumors]]></category>
		<category><![CDATA[Insomniac Games]]></category>
		<category><![CDATA[Marvel Games]]></category>
		<category><![CDATA[X-Men]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=655913</guid>

					<description><![CDATA[Now that it is done with Marvel's Wolverine, it looks like Insomniac is setting its eyes on making a game with an ensemble cast.]]></description>
										<content:encoded><![CDATA[<p>With Insomniac Games having wrapped up its work on <em>Marvel’s Wolverine</em>, it looks like the studio is now getting ready to work on other Marvel-related projects. A <a href="https://careers.playstation.com/senior-combat-designer-enemies-bosses/job/6230690004" target="_blank" rel="noopener">pair of new</a> <a href="https://careers.playstation.com/staff-hero-designer/job/6192099004" target="_blank" rel="noopener">job listings</a>  have been spotted (via <a href="https://insider-gaming.com/x-men-insomniac-games/" target="_blank" rel="noopener">Insider Gaming</a>), indicating that the studio is now working on a new game based on <em>X-Men</em> and is aiming to ship it in 2030.</p>
<p>The job listings provide some more ideas about what an Insomniac-developed <em>X-Men</em> game looks like. The one for a Staff Hero Designer, for example, hints at the project featuring multiple playable characters. The role itself is responsible for aspects of character design like traversal, abilities, non-combat mechanics, and camera.</p>
<p>Further in the “Essential Functions and Responsibilities” section, the role of the staff hero designer has been described as being responsible for the design, prototyping, iteration, and polish of “heroes”, and each playable character might even have their own unique movement and traversal abilities, as well as progression systems. The progression itself has been described as offering “compelling long-term gameplay” that can result in “meaningful player growth”.</p>
<p>The second listing is for a Senior Combat Designer for enemies and bosses, and the responsibilities of the role revolve around “combat gameplay, specifically focused on enemies, mini-bosses, and bosses”. Both roles will work alongside other teams to develop characters and bosses, and the latter will even work with Mission Designers to come up with enjoyable combat encounters.</p>
<p>Interestingly, both job listings also indicate that Insomniac Games isn’t looking for its developers to break any new ground. Rather, the company seems focused on offering polished gameplay mechanics.</p>
<p>The studio’s most recent release, <em>Marvel’s Wolverine</em>, came out exclusively on PS5 in September. Since then, Insomniac has worked on offering post-launch support through updates that bring in bug fixes as well as more options based on player feedback. One such update, released earlier this month, even brought in the ability for players to turn the in-game story-focused scent trails <a href="https://gamingbolt.com/marvels-wolverine-hotfix-finally-turns-story-focused-scent-trails-into-a-toggle">into a toggle</a>.</p>
<p>Before this update, the scent trails would show up in certain situations, depicting Logan’s ability to track people based on their scents. With many players noting that this felt like the game was holding their hands too much through linear levels, the studio has now allowed players to bring up the scent trails when required by simply pressing the R3 button. As a direct result, the scenarios in which the scent trails show up also now feel less cluttered.</p>
<p>For more details on <em>Marvel’s Wolverine</em>, check out <a href="https://gamingbolt.com/marvels-wolverine-review-im-the-best-there-is-at-what-i-do-bub">our review</a>, where we gave it a score of 10 out of 10 thanks to its brutal and satisfying combat, excellent story and pacing, and spectacular boss fights, among other reasons. Our only complaints were a few minor bugs we suffered from during our time with the title, and the stealth sections feeling a bit underwhelming. For a more technical look at the game, take a look at <a href="https://gamingbolt.com/marvels-wolverine-ps5-vs-ps5-pro-how-big-is-the-upgrade">our analysis of how the PS5 runs it when compared to the PS5 Pro</a>.</p>
<p>The title has also ended up being quite a hit for Insomniac, <a href="https://gamingbolt.com/marvels-wolverine-beats-the-backlash-to-become-septembers-top-selling-game-in-the-us">topping the September sales charts in the US</a>.</p>
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		<title>Marvel Tōkon: Fighting Souls Confirms Thor (Jane Foster), Venom and Jubilee as Year 1 DLC</title>
		<link>https://gamingbolt.com/marvel-tokon-fighting-souls-confirms-thor-jane-foster-venom-and-jubilee-as-year-1-dlc</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 12 Oct 2026 16:24:50 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Arc System Works]]></category>
		<category><![CDATA[Marvel Games]]></category>
		<category><![CDATA[Marvel Tōkon: Fighting Souls]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=654730</guid>

					<description><![CDATA[Klyntar is also being added as a new stage, as Arc System Works lays out its DLC plans for the Marvel fighter in the coming year.]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">After <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-adds-phoenix-cyclops-on-november-2-and-he-has-a-dark-phoenix-form">Phoenix Cyclops</a>, Arc System Works has revealed the remaining three DLC characters coming to <em>Marvel Tōkon: Fighting Souls</em> in Year 1. In Winter 2027 (so early next year), it&#8217;s Thor&#8230;but not the one you&#8217;re thinking. Instead, Jane Foster takes up Mjölnir to fight for Earth&#8217;s survival against the Champion. Check out the trailer below.</p>



<p class="wp-block-paragraph">She&#8217;s followed by Venom and the first new stage, Klyntar, in Spring 2027. Finally, the X-Men&#8217;s Jubilee debuts in Summer 2027. Only concept art is available for the latter two, but we should see gameplay closer to their respective releases, so stay tuned. Suffice it to say, though, that very few probably expected these additions to the roster.</p>



<p class="wp-block-paragraph">As for Phoenix Cyclops, he&#8217;s out on November 2nd, and has already impressed with his Dark Phoenix form. By collecting Solar Shards during combat, players can transform and unleash more powerful attacks for a period. There&#8217;s a cooldown afterwards, but Scott Summers has shown he&#8217;s far from defenseless during this transition.</p>



<p class="wp-block-paragraph">Stay tuned for a full breakdown of his abilities in the coming weeks. <em>Marvel Tōkon: Fighting Souls</em> is available for PS5 and PC. Check out our review <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-review-here-comes-a-new-challenger">here</a>. Despite <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-celebrates-strong-critical-response-with-new-accolades-trailer">strong critical praise</a>, it&#8217;s somewhat struggled with its player base, at least on PC.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="MARVEL Tōkon: Fighting Souls | Year 1 DLC Character - Thor (Jane Foster)" width="500" height="281" src="https://www.youtube.com/embed/sNf7HHYxTAM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
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		<title>Marvel Tōkon: Fighting Souls Adds Phoenix Cyclops on November 2, and He Has a Dark Phoenix Form</title>
		<link>https://gamingbolt.com/marvel-tokon-fighting-souls-adds-phoenix-cyclops-on-november-2-and-he-has-a-dark-phoenix-form</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Wed, 07 Oct 2026 17:18:17 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Arc System Works]]></category>
		<category><![CDATA[Marvel Games]]></category>
		<category><![CDATA[Marvel Tōkon: Fighting Souls]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=654337</guid>

					<description><![CDATA[Collect Solar Shards during combat to transform into an even stronger version of Scott Summers, raining fire down on all.]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Arc System Works hyped up the reveal of <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-first-dlc-fighter-is-phoenix-cyclops-in-fall-2026">Phoenix Cyclops</a>, the first Year 1 DLC character for <em>Marvel Tōkon: Fighting Souls</em>, and it didn&#8217;t disappoint. Available on November 2nd, the gameplay trailer highlights the Phoenix&#8217;s destructive power and how Scott Summers handles it. Which is a nice way of saying he isn&#8217;t, but you can&#8217;t argue with results.</p>



<p class="wp-block-paragraph">In his base form, Phoenix Cyclops can unleash the usual Optic Blasts that have defined the character, even ricocheting them off the ground. A few flames here and there, some close-quarters combat &#8211; it&#8217;s about what you&#8217;d expect. But after collecting enough Solar Shards, he can unleash his Dark Phoenix form, which is a sight to behold.</p>



<p class="wp-block-paragraph">After unleashing a powerful Super to enter the state, Scott&#8217;s attacks, including his Optic Blast, become enhanced with Phoenix fire. Though powered down for a period, he remains dangerous, and it&#8217;s not long before his armor reforms and the cycle repeats.</p>



<p class="wp-block-paragraph">Overall, Phoenix Cyclops looks like an exciting addition to the roster and a strong start to Year 1&#8217;s DLC offerings. You have to wonder how much he&#8217;ll reignite enthusiasm in the fighter, especially given its abysmal Steam numbers, but time will tell.</p>



<p class="wp-block-paragraph"><em>Marvel Tōkon: Fighting Souls</em> is available for PC and PS5. Check out the upcoming balance adjustments, especially for Assists, <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-director-explains-upcoming-adjustments-for-inputs-assists">here</a>.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="MARVEL Tōkon: Fighting Souls | Phoenix Cyclops Gameplay Trailer" width="500" height="281" src="https://www.youtube.com/embed/3y9_kwKo3Fs?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>
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		<title>Marvel Tōkon: Fighting Souls Director Explains Upcoming Adjustments for Inputs, Assists</title>
		<link>https://gamingbolt.com/marvel-tokon-fighting-souls-director-explains-upcoming-adjustments-for-inputs-assists</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Tue, 15 Sep 2026 12:57:24 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Arc System Works]]></category>
		<category><![CDATA[Marvel Games]]></category>
		<category><![CDATA[Marvel Tōkon: Fighting Souls]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=652860</guid>

					<description><![CDATA[Director Kazuto Sekine also wrote an apology for the poor state of the Marvel Tōkon: Fighting Souls on PC when it came out last month.]]></description>
										<content:encoded><![CDATA[<p>A month after <em>Marvel Tōkon: Fighting Souls</em>’ release on PC and PS5, director Kazuto Sekine has published a <a href="https://store.steampowered.com/news/app/3787240/view/686390624621954014" target="_blank" rel="noopener">comprehensive post on Steam</a> outlining the studio’s apology for the <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-producer-apologizes-to-pc-players-for-performance-issues-at-launch">rough state of the game on PC at launch</a>, as well as some of the changes that are coming to the game in future updates.</p>
<p>Sekine noted that, while he has been quite happy to see the positive reception of <em>Marvel Tōkon: Fighting Souls</em> among fighting game fans, he apologized for the fact that PC players had to suffer through stability issues that caused frustration for many players.</p>
<p>“Seeing the game’s content so positively received, with players enjoying the experience and feeling inspired to keep playing, has been a tremendous source of joy for the entire development team.</p>
<p>“However, we also recognize that the launch period was impacted by stability issues on PC, and we sincerely apologize for the frustration this has caused our players. It was never our intention for players to be unable to enjoy the game as we envisioned, and we are currently making progress on improvements to the PC version so that everyone can enjoy the game to the fullest.”</p>
<p>As for the future of the tag-based fighting game, Sekine has said that the team wants to reassess how <em>Marvel Tōkon: Fighting Souls</em> responds to player input. With some inputs like attacks coming out of aerial dashes or Free Flight not registering correctly, the team wants to adjust input windows to offer a smoother and more responsive experience to players. This means that the current 6-frame input buffer that kicks in when a player holds down a button will see some adjustments.</p>
<p>Players who rely on assists and tags too heavily might also be in for some bad news, since the team wants to tone the frequency of these actions down a bit. While <em>Marvel Tōkon: Fighting Souls</em> was envisioned as being a chaotic fighting game, Sekine noted that “Assist frequency has exceeded our initial expectations, and many players have expressed concerns about their frequency as well.”</p>
<p>To address this, Arc System Works is looking at how it can reduce the amount of downtime a player has to face when they get caught up in combos from extensive use of tags. This will involve adjustments like increasing cooldown timers for certain Assists and Switches. Sekine has noted that this approach would maintain the core gameplay that focuses on rushdowns.</p>
<p>When it comes to wider balance changes across the game’s characters, Sekine has said that the team doesn’t want to make any changes for now, since many players are still just discovering the full capabilities of the roster. He also revealed that win rates have been relatively even for all characters, with Blade and Magik having the highest rates of winning at 52 percent each, and Champion, Wolverine, and Deadpool being in a three-way tie for last place with win rates of 48 percent each.</p>
<p><em>Marvel Tōkon: Fighting Souls</em> has enjoyed quite a bit of critical acclaim since its launch, and Arc System Works decided to <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-celebrates-strong-critical-response-with-new-accolades-trailer">celebrate this earlier this month with a trailer</a>. For more details on the fighting game, <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-review-here-comes-a-new-challenger">take a look at our review</a>.</p>
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		<title>Marvel Tōkon: Fighting Souls Celebrates Strong Critical Response With New Accolades Trailer</title>
		<link>https://gamingbolt.com/marvel-tokon-fighting-souls-celebrates-strong-critical-response-with-new-accolades-trailer</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Thu, 03 Sep 2026 05:27:28 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Arc System Works]]></category>
		<category><![CDATA[Marvel Games]]></category>
		<category><![CDATA[Marvel Tōkon: Fighting Souls]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=652025</guid>

					<description><![CDATA[While far from perfect, Arc Sys's latest fighting game is so darn good it’s easy to ignore its minor faults (unless you’re on PC).]]></description>
										<content:encoded><![CDATA[<p>Arc System Works&#8217; <em>Marvel Tōkon: Fighting Souls</em> has certainly nailed the art of bringing superhero battles to life. Meanwhile, the anime-styled presentation gives it an exciting, colorful vibe that makes it hard not to fall in love with this potent fighter.</p>
<p>Its mechanics might take some warming up, but they&#8217;re certainly intuitive once you really begin to let your fighters loose. While the PC version has <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-producer-apologizes-to-pc-players-for-performance-issues-at-launch">stumbled at launch</a>, the potential for it to be brought up to par with its PS5 counterpart and make <em>Fighting Souls</em> a title that dominates the space is quite evident. The gameplay is good enough to make us very excited for <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-first-dlc-fighter-is-phoenix-cyclops-in-fall-2026">Phoenix Cyclops</a> to join the fray a little later down the line.</p>
<p>That&#8217;s probably been the catalyst for many outlets to share <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-review-here-comes-a-new-challenger">our positive impressions</a> in their respective reviews. The outpouring of praise has been succinctly cobbled together to showcase a level of accolades many others would envy nowadays (especially given the crowded release season).</p>
<p>If you&#8217;ve been on the fence about joining in on the fun, the trailer is quite convincing when you see what everybody has to say about it. <em>Marvel Tōkon: Fighting Souls</em> is available for PS5 and PC.</p>
<p><iframe loading="lazy" title="MARVEL Tōkon: Fighting Souls | Accolade Trailer" width="500" height="281" src="https://www.youtube.com/embed/UDEe-SkRXP4?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Marvel&#8217;s Iron Man Studio Acknowledges Recent Leak: &#8220;We&#8217;ve Got A Lot More to Show You&#8221;</title>
		<link>https://gamingbolt.com/marvels-iron-man-studio-acknowledges-recent-leak-weve-got-a-lot-more-to-show-you</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Sun, 30 Aug 2026 17:33:17 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[electronic arts]]></category>
		<category><![CDATA[Iron Man]]></category>
		<category><![CDATA[Marvel Games]]></category>
		<category><![CDATA[marvels iron man]]></category>
		<category><![CDATA[motive studio]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=651798</guid>

					<description><![CDATA["See when you're ready," Motive Studio said after a trailer for its upcoming action-adventure title, announced in 2022, leaked.]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Motive Studios responded after an internal trailer for <em>Marvel&#8217;s Iron Man</em> suddenly leaked, confirming the legitimacy and promising it has “a lot more to show you.”</p>



<p class="wp-block-paragraph">“Well, that didn&#8217;t go as planned,” it admitted in a sardonic tone befitting Tony Stark. “But now you know, and we&#8217;ve got a lot more to show you. See you when we’re ready.”</p>



<p class="wp-block-paragraph"><em>Marvel&#8217;s Iron Man</em> was <a href="https://gamingbolt.com/iron-man-game-announced-by-electronic-arts-developed-by-motive-studio">announced in September 2022</a>, with the publisher <a href="https://gamingbolt.com/ea-motives-iron-man-game-will-be-a-super-high-production-value-aaa-experience">touting</a> it as a “super high production value triple A experience.” Electronic Arts and Marvel subsequently announced a multi-year partnership which would include a <em>Black Panther</em> title from the minds behind <em>Middle-earth: Shadow of Mordor</em> and <em>Shadow of War</em>.</p>



<p class="wp-block-paragraph">Fast forward to 2023 and news on either title was pretty much non-existent, aside from <em>Iron Man</em> being in <a href="https://gamingbolt.com/ea-motives-iron-man-game-is-still-in-early-pre-production">early pre-production</a>. Despite assuring that <a href="https://gamingbolt.com/eas-black-panther-and-iron-man-games-havent-been-cancelled">both games were in development</a> in 2024, and Motive <a href="https://gamingbolt.com/ea-motives-iron-mans-development-is-continuing-hit-a-major-internal-milestone-earlier-this-year">hitting</a> a “major internal milestone” that year for <em>Iron Man</em>, <em>Black Panther</em> would be <a href="https://gamingbolt.com/eas-black-panther-cancelled-due-to-long-pre-production-phase-rumor" data-type="post" data-id="620777">cancelled in 2025</a>. As quiet as things have been, a job listing that same year for a level designer indicated that Motive was <a href="https://gamingbolt.com/ea-motive-is-hiring-a-level-designer-to-create-major-singleplayer-levels-for-iron-man">hiring to create “major single-player levels.”</a></p>



<p class="wp-block-paragraph">Hardly a revelation since it was first announced as a single-player action-adventure title with an original story and third-person perspective, but hey, every update matters. Which is why this latest development is the most exciting &#8211; it could point to a potential reveal sometime in the near future. Maybe even this year, if we&#8217;re lucky.</p>



<p class="wp-block-paragraph">Stay tuned for updates, and in the meantime, head here to learn more about <a href="https://gamingbolt.com/early-build-footage-of-avalanche-studios-canceled-iron-man-game-spotted-rumor">Avalanche&#8217;s cancelled <em>Iron Man</em> title</a>.</p>



<figure class="wp-block-embed is-type-rich is-provider-x wp-block-embed-x"><div class="wp-block-embed__wrapper">
<blockquote class="twitter-tweet" data-width="500" data-dnt="true"><p lang="en" dir="ltr">Well, that didn&#39;t go as planned. But now you know, and we&#39;ve got a lot more to show you. See you when we’re ready. <a href="https://t.co/tU4TtUoZYZ">pic.twitter.com/tU4TtUoZYZ</a></p>&mdash; Marvel&#39;s Iron Man (@ironmangame) <a href="https://x.com/ironmangame/status/2093430802004512918?ref_src=twsrc%5Etfw">August 28, 2026</a></blockquote><script async src="https://platform.x.com/widgets.js" charset="utf-8"></script>
</div></figure>
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		<title>Marvel Tōkon: Fighting Souls Update 1.003 Adds Battle Reborn Outfit and Online Improvements</title>
		<link>https://gamingbolt.com/marvel-tokon-fighting-souls-update-1-003-adds-battle-reborn-outfit-and-online-improvements</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Fri, 28 Aug 2026 13:54:10 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Arc System Works]]></category>
		<category><![CDATA[Insomniac Games]]></category>
		<category><![CDATA[Marvel Games]]></category>
		<category><![CDATA[Marvel Tōkon: Fighting Souls]]></category>
		<category><![CDATA[Marvel&#039;s Wolverine]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=651689</guid>

					<description><![CDATA[PS5 and PC players can channel the Battle Reborn outfit from Marvel's Wolverine, out in September, in both battles and online lobbies.]]></description>
										<content:encoded><![CDATA[<p>Arc System Works has released update 1.003 for <em>Marvel Tōkon: Fighting Souls</em> on PS5 and PC, introducing a fresh outfit for Wolverine based on Insomniac&#8217;s upcoming title. You can equip it during fights and as an online lobby avatar. Players can also choose from eight color variations for each version.</p>
<p>It also introduces a collection of stability, matchmaking and gameplay fixes. Online play has received some attention. Ranked and Casual Matches now include a Match Area option, giving players more control over the region used when searching for opponents. Arcadia Rumble’s network processing has also been adjusted to improve stability, while a problem that could leave replacement CPU fighters unresponsive after a disconnect has been fixed.</p>
<p>Elsewhere, the patch tackles several crashes across PS5 and PC, including one tied to certain battle transitions. PC users also get fixes for a Windows Update-related crash and excessive Steam platform update processes.</p>
<p>Gameplay-wise, Arc System Works has corrected an issue involving Peni Parker’s grounded Link Attack that could leave opponents unable to move. There are also fixes to replay display problems, badge progression issues and network compatibility indicators.</p>
<p>For more details on <em>Marvel Tōkon: Fighting Souls</em>, check out <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-review-here-comes-a-new-challenger">our review</a> of the PC version. While the combat and features are pretty compelling, performance issues brought down the experience.</p>
<blockquote class="twitter-tweet" data-width="500" data-dnt="true">
<p lang="en" dir="ltr">Tōkon Warriors!<br />The servers are back online and the latest patch is now live on PS5 and PC!</p>
<p>This update brings Wolverine’s new Battle Reborn Suit, alongside a range of fixes and improvements based on your feedback.</p>
<p>Here are some of the highlights:<br />🔹 Wolverine&#39;s Battle Reborn…</p>
<p>&mdash; MARVEL Tōkon: Fighting Souls (@MARVELTokon) <a href="https://x.com/MARVELTokon/status/2093247536954040351?ref_src=twsrc%5Etfw">August 28, 2026</a></p></blockquote>
<p><script async src="https://platform.x.com/widgets.js" charset="utf-8"></script></p>
<p><iframe loading="lazy" title="MARVEL Tōkon: Fighting Souls | Wolverine Battle Reborn Suit" width="500" height="281" src="https://www.youtube.com/embed/w9SezZowhGo?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Marvel Tōkon: Fighting Souls Producer Apologizes to PC Players For Launch Issues</title>
		<link>https://gamingbolt.com/marvel-tokon-fighting-souls-producer-apologizes-to-pc-players-for-performance-issues-at-launch</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Tue, 25 Aug 2026 14:22:30 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Arc System Works]]></category>
		<category><![CDATA[Marvel Games]]></category>
		<category><![CDATA[Marvel Tōkon: Fighting Souls]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[sony]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=651286</guid>

					<description><![CDATA[Takeshi Yamanaka also acknowledged that winning back the trust of the PC player base is going to be a long and challenging task.]]></description>
										<content:encoded><![CDATA[<p>Following the <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-is-a-hit-on-ps5-but-pc-players-are-getting-a-rough-deal">much-criticized PC launch of <em>Marvel Tōkon: Fighting Souls</em></a>, developer Arc System Works has been actively working on trying to win back the trust of players on the platform. In an interview with <a href="https://www.videogameschronicle.com/news/marvel-tokon-devs-admit-it-will-be-extremely-challenging-to-regain-player-trust-after-troubled-pc-launch/" target="_blank" rel="noopener">VideoGamesChronicle</a>, producer Takeshi Yamanaka spoke about how challenging this has been, especially since the core gameplay of <em>Marvel Tōkon: Fighting Souls</em> has been praised by just about everyone.</p>
<p>“It’s been two weeks since the release, and we’re very appreciative to see that there’s been quite a positive reception from the players in regards to the game’s content itself, where we see the core fighting game player audience They’re playing matches every day, they’re in training mode, they’re coming up with new combos, and we see them posting those on social media.</p>
<p>“However, at the same time, unfortunately, in the PC version of the game, there have been in-game issues experienced by many players, which we really apologise to the player base for all of these problems. Currently, the team is hard at work on fixing these issues, and we’ve now released two urgent patches. The CPU processing load issue has been <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-gets-new-pc-update-to-fix-stuttering-and-frame-drops">greatly improved now</a> as of the latest patch. However, the team is still hard at work to continue working on resolving remaining issues.”</p>
<p>As for the future, Arc System Works still has its work cut out when it comes to changing the “Mixed” player rating on Steam to a more positive one. Yamanaka apologized to the PC players that faced issues with the game on launch, and acknowledged that “it will not be an easy task to regain the trust that we’ve lost from this.” Despite this, however, the company has confidence that the quality of the core gameplay, as well as the fixes that the team is working on to improve its PC performance, will help bring back some of this trust.</p>
<p>“I would like to just say that I truly appreciate every single player who purchased the game around the launch. And to some players on the PC who were kind enough to purchase the game, but then they experienced these issues and were unable to play the game in its best way, and maybe left the game for the moment or even refunded. I would just like to express my sincere apologies for all of those issues that they’ve experienced.</p>
<p>“I do feel that it will not be an easy task at all to regain the trust that we’ve lost from this. However, this is an issue that we’re facing head-on, and we’re trying to tackle it directly to try to continue working with all that we have and to provide an environment where players will be able to smoothly experience the game.”</p>
<p><em>Marvel Tōkon: Fighting Souls</em> is available on PC and PS5. While the PC version has been suffering from plenty of issues, the PS5 release has gone quite smoothly in comparison. Reports indicate that this is also evident from the sales performance of the game, with <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-sold-485000-units-in-first-week-74-percent-of-sales-on-ps5-rumor">74 percent of its first week&#8217;s sales being on PS5</a>. For more details about the fighting game, <a href="https://gamingbolt.com/marvel-tokon-fighting-souls-review-here-comes-a-new-challenger">take a look at our review</a>.</p>
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