Wiki Glossary Verified guide
The Words You Hear in the Lab
A practical MARVEL Tōkon glossary for reading guides, watching match footage, and explaining what happened after the screen flashes.
Tokon Souls EditorialUpdated August 11, 2026
Scope and verification: This glossary translates common launch-build terms into the vocabulary used by the official beginner guide and specialist videos. Exact costs, timing, and patch-sensitive interactions should be checked in the current Training mode; a term definition is not a claim that every character has the same property.
Notation: read the input before you read the route
| Mark | Meaning |
|---|
| L / M / H | Light, Medium, and Heavy attack buttons |
| U | Unique attack button; character-specific action |
| A / Assist | Assemble/Assist button and teammate calls |
| 5 | Standing or neutral direction in numpad notation |
| 2 | Down/crouching direction |
| 4 / 6 | Back / forward relative to the opponent; 6 always means toward the opponent |
| 8 / j | Up or jump; jH means jumping Heavy |
| 214 / 236 | Quarter-circle back / quarter-circle forward motion |
| 2H → chase | Down-Heavy launcher followed by the aerial follow-up |
The PS5 defaults shown in the official beginner material map Square to Light, Triangle to Medium, Circle to Heavy, X to Assemble, R1 to Unique, R2 to Quick Skill, L1 to Quick Dash, and L2 to Quick Assemble. Your custom layout can change the physical buttons without changing the notation.
Resources: know which bar pays for the decision
| Term | Practical meaning |
|---|
| Vital Gauge | The shared team health bar. Damage to one character reduces the team's pool; recoverable gray life can return when it is not being directly damaged. |
| Assemble Gauge | The green stock used for Assist actions, Assemble Rush, Smash, Counter, Crossover, and related team mechanics. Wall events or a lost round can unlock more team access. |
| Skill Gauge | The orange meter used for heavy/EX Skills, Super Skills, Ultimates, and the late-round Tōkon Assemble. |
| Super Skill | A 50-meter cinematic or high-damage Skill; exact input can be Quick Skill or command-based. |
| Ultimate Skill | A 100-meter high-impact Skill with character-specific properties. |
| Tōkon Assemble | A 150-meter team cash-out available under the late-round comeback condition described in the launch material. |
| Install | A temporary powered-up state that changes move properties or damage, such as Magik's Darkchild or Hulk's Gamma Rage. |
| RNG | Randomized behavior. Peni's Gadget Launcher is the clearest example: the result is selected from a set rather than chosen directly. |
Assists and tags: make the team visible
| Term | Practical meaning |
|---|
| Shooting Assist | The horizontal or projectile-oriented call used to occupy a lane and cover an approach. |
| Vertical Assist | The upward or anti-air-oriented call used to catch jumps and start conversions. |
| Assault / Unique Assist | The character-specific call in the back slot: armor, lockdown, tracking, counter, pull, trap, or another unique job. |
| Aerial Assist | The assist called from super-jump or double-jump height; its angle is character-specific. |
| Assemble Rush | A lunging teammate attack called during a hit or block sequence; it costs an Assemble stock and can extend a combo or pressure. |
| Raw Tag | Switching directly in neutral. It is vulnerable during the entry and should be covered by a hit, blockstun, or distance. |
| Active Tag | Switching during a normal, Skill, projectile, or Assist sequence so the incoming character continues the action. |
| Assist Cooldown | The lockout after a call, block, tech, or recovery event during which the same teammate cannot answer another gap. |
| Super Assemble | Calling a teammate's Super during your Super sequence; this is the game's DHC-style team extension. |
Movement: change the answer, not just the animation
| Term | Practical meaning |
|---|
| Dash / Backdash | A fast ground movement forward or backward. Some characters run; others use a shorter repeated dash. |
| Air Dash | Directional movement during a jump; some characters can change the angle or use multiple air dashes. |
| Super Jump | A higher jump performed with a quick down-to-up input; it also unlocks certain air Assist calls. |
| Flight / Free Flight | A character-specific aerial movement state that changes height and approach timing. |
| Cross-up | An attack that lands on the opposite side, asking the defender to block in the new direction. |
| Rejump | Jump-canceling an air hit to chase the opponent again and extend the route. |
| Super Armor | A state that lets a move absorb hits without flinching; armor can still lose to lows, throws, or stronger invulnerability depending on the move. |
| Side Switch | Moving the point character to the opponent's other side during a combo or pressure sequence. |
Combos: understand the state after the first hit
| Term | Practical meaning |
|---|
| Combo | A sequence the defender cannot escape after the first hit connects. A dropped route can become a reset or a “blue” combo. |
| Gatling / Magic Series | Grounded normal-cancel hierarchy: Light toward Medium toward Heavy, with the game's four-normal and Light exceptions. |
| Link Attack | The game's auto-combo route activated by repeating the starting normal type; the route can branch after Link Unique. |
| Reverse Beat | Air-chain freedom that lets a later Light or Medium follow a Heavy when the hitboxes still connect. |
| Slam Launcher | Crouching Heavy or a related forward/down air ender that sends the opponent into a launch state or knockdown. |
| Launch State | The airborne combo state after a launcher or Assemble Smash; Light, Medium, Heavy, wall, and Assist endings behave differently. |
| Combo Limit | The input-limit gauge beneath the hit count. It can fill before the number looks large and ends the combo when it reaches the final state. |
| Damage Scaling | Per-hit damage reduction as a combo grows; route order changes the value of later attacks. |
| Blue Combo | A combo the defender could have escaped with an air tech or other recovery but did not use. It is not a guaranteed route. |
| Air Tech | Recovering in the air after being hit, changing the direction or timing of the next interaction. |
| Wall Splat | The opponent sticks to a hard wall before slumping; the attacker can choose a pickup, slide, or setup. |
| Wall Break / Stage Transition | Sending the opponent through a soft wall to the next section, often awarding team progression or resources in the cited launch build. |
| Happy Birthday | Hitting the point character and an Assist character in the same sequence. It can dramatically increase the reward, but the exact scaling is patch-sensitive. |
Pressure: describe why the defender cannot press yet
| Term | Practical meaning |
|---|
| Blockstun | The period after blocking during which the defender cannot act. Assist timing and frame traps are built around this window. |
| Blockstring | A sequence of attacks on block designed to deny a clean turn back. A fake gap can be intentional. |
| Frame Data | Startup, active, recovery, advantage, and disadvantage measured in frames. Use the current Training display instead of copying old numbers. |
| Plus on Block | The attacker recovers first or has enough advantage to act before the defender. “Plus” does not mean the next button is guaranteed. |
| Frame Trap | Leaving a gap that appears challengeable, then using an attack that reaches before the defender's button and counter-hits it. |
| Stagger | Delaying the next normal to catch a mash, then returning to low, high, throw, or movement if the opponent keeps blocking. |
| Overhead / Low | A high attack that must be blocked standing / a low attack that catches standing guard. Jumping attacks are usually overheads. |
| Meaty | Timing an attack to hit on the first vulnerable frame after a knockdown, forcing a reversal or block decision. |
| Throw / Throw Tech | A close-range unblockable grab / the matching input that breaks a regular throw. |
| Command Grab | A character-specific grab that cannot be broken with the normal throw-tech input. |
| Shimmy | Walking or dashing toward a throw, then retreating so the defender's throw whiffs. |
| Chip Damage | Damage taken while blocking Skills or Supers; it can become recoverable gray life rather than permanent life loss in the cited build. |
Defense: name the answer before spending the resource
| Term | Practical meaning |
|---|
| Punish | Hitting the opponent during the recovery of an unsafe move after blocking or making it whiff. |
| Invincibility | A period during which a move cannot be hit by a specified attack type, projectile, or strike. Read the exact property. |
| Ground Tech | Recovering from a knockdown by rolling left, rolling right, or standing in place; not every wall or hard knockdown allows every option. |
| Just Guard | Blocking at the last moment to reduce or avoid the tested chip interaction. The current Training display is the authority for timing. |
| Assemble Counter | A stocked, armored counter call that can catch a strike or throw but is punishable when it whiffs. |
| Crossover | A guard-cancel Assist call that pushes the opponent away while you are blocking. |
| Crossover Reflect | The defender's answer to Crossover; a correctly timed Perfect Reflect can disable Assists briefly in the cited build. |
| Perfect Reflect | A last-moment Crossover Reflect with the stronger counter result. Treat duration and exact resource behavior as patch-sensitive. |
| Recoverable Life | Gray life that can return if the character avoids further direct damage. Deadpool and Skill/Super chip make the concept especially visible. |
Sources and linked deep dives
- SSK — 50+ Important MARVEL Tōkon Terms — August 5, 2026 vocabulary walkthrough; generic fighting-game definitions were cross-checked against the launch guides before inclusion.
- GimR FGC — The Ultimate Guide to MARVEL Tōkon — system terminology, Assist actions, launch states, and defensive mechanics.
- Link Attacks and Gatling Rules — grounded and air cancel hierarchy.
- Pressure and Blockstring Timing — Assist timing, staggers, gaps, and lab recordings.
- Assist Mechanics, Tags and Air Calls — team calls, tags, cooldown, and Assemble Rush.
- Air Combos, Rejumps and Launcher Routes — launch states, Reverse Beat, Rejumps, and air-tech setups.