Guides to the systems, not the combos
Each of these explains a mechanic the beta left people confused about, sourced from official guidance. Two of them exist specifically because they were the loudest questions in the community during the beta weekend.
What these cover, and what they deliberately do not
Tōkon is a 4v4 tag fighter, and almost everything that confused people during the beta weekend came from the tag layer rather than from individual moves: when an assist is safe to call, what happens to the partner you just tagged out, which defensive options cost meter, and how the simplified inputs relate to the classic motions. Those are systems questions, and systems questions are what these guides answer.
They are written from official guidance and from the July open beta build, so they describe that build. Balance and execution details can move between a beta and a retail release, and these pages get revisited after August 6.
If you have never played a tag fighter at all, start with how to play instead — it covers the format from zero. If you want the raw data rather than an explanation, the move database is filterable by type, gauge cost and air usability.
Assists & Tagging
The system people called clunky during the beta — usually because they were not using directions.
Combo Rules
The rules, not the routes. Combos themselves live on ComboForge.
Assemble Counter & Crossover
Same input, two outcomes, and the difference is whether you're blocking.
Quick Skill vs Command Inputs
Simplified inputs that don't split the playerbase into two tiers.
Beginner Characters
Five names from official guidance — and what that guidance does and does not mean.
Keep going
Sources: PlayStation official page