Marvel Tokon: Fighting Souls director Kazuto Sekine has issued a new statement addressing the game’s troubled PC launch while also giving players a clearer look at the balance changes the team is preparing. The message was shared through social media and a longer post on the game’s Steam page, where Sekine acknowledged the frustration many players experienced and explained how the developers plan to improve both technical performance and gameplay flow.
Sekine began by recognizing that the game’s overall reception has included a great deal of enthusiasm. According to him, the development team has been encouraged by the positive response to the game’s style, mechanics, and competitive potential. At the same time, he made it clear that the excitement around the game does not erase the problems that affected the PC version at launch. Stability issues, performance troubles, and general technical roughness prevented many players from enjoying the experience as intended, and Sekine offered a direct apology for that situation.
The statement emphasized that the team never wanted players to struggle with basic functionality, especially in a fighting game where responsiveness and reliability are critical. For a title built around fast reactions, precise execution, and fluid tag mechanics, any instability can seriously damage the experience. Sekine said work is already underway to continue improving the PC version so players can enjoy the game under better conditions.
Beyond the technical side, the director also outlined several gameplay concerns the team believes need attention. One of the biggest issues involves input recognition. Sekine explained that certain commands, especially attacks performed out of aerial dashes or Free Flight, have sometimes failed to register properly. In some cases, players have reported that inputs either come out inconsistently or do not activate at all. That kind of problem is especially frustrating in a competitive fighter, where missed inputs can decide entire rounds.
To address this, the developers are planning to adjust the input windows in order to create a smoother and more dependable feel. Sekine noted that the current system includes a six-frame input buffer when a button is held, but the team wants to revise how inputs are interpreted in specific situations. The goal is to make actions trigger more consistently, even when a button is not being held in exactly the same way as before. While this may sound like a technical tweak, it could have a major effect on how natural and responsive the game feels during high-speed matches.
Another major topic in the statement was the frequency of assists and character tags. Sekine admitted that the game was originally designed with a strong focus on constant switching, encouraging players to rotate characters aggressively and keep pressure on opponents. According to him, the current version has pushed that concept even further than the developers expected. While that pace has helped define the game’s identity, it has also led to concerns from the community that assists and tags are happening too often, reducing breathing room and making neutral play less meaningful.
In response, the team is now looking at increasing cooldown times for certain assists and switches. The idea is not to remove the game’s aggressive style, but to create a healthier rhythm between offense and spacing. Sekine said the developers want to preserve the rushdown energy that makes the game exciting while also giving players more opportunities to engage in neutral situations, read opponents, and make deliberate decisions rather than constantly dealing with nonstop pressure.
Importantly, Sekine suggested that broader character balance changes will remain limited for now. The team believes it is still too early to make dramatic adjustments to the cast because players are still exploring the system and discovering strategies. He described the current moment as a discovery phase, implying that the meta has not fully settled yet. Since upcoming changes to assists, tags, and input handling could already reshape how characters perform, the developers do not want to rush into major nerfs or buffs before seeing the full impact of those system-level updates.
That approach may be reassuring to players worried about overcorrections. In many fighting games, early balance patches can sometimes disrupt the competitive scene before the community has had enough time to understand what is truly strong, weak, or situational. By focusing first on system mechanics and technical reliability, the Tokon team appears to be trying to stabilize the game’s foundation before making more aggressive changes to individual fighters.
This latest message also follows an earlier apology from producer Takeshi Yamanaka, who previously acknowledged the severity of the PC launch problems and admitted that rebuilding player trust would be extremely difficult. That earlier statement set the tone for what has now become an ongoing effort by the developers to communicate more openly with the community. Since launch, the team has continued releasing updates and sharing information about what it is investigating, which suggests that support for the game remains active.
Despite the rough start on PC, Marvel Tokon: Fighting Souls has still generated strong interest thanks to its flashy presentation, recognizable roster, and fast-paced team-based combat. The challenge now is whether the developers can turn that early excitement into long-term confidence. If the planned fixes improve stability, clean up input issues, and create a more balanced pace between pressure and neutral play, the game could be in a much stronger position moving forward.
For now, players have a clearer idea of what the team is prioritizing: better PC performance, more reliable controls, and a more measured assist and tag system. Those changes may not solve every concern overnight, but the director’s statement shows that the developers are listening closely and trying to address the most immediate problems first.


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