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Mechanics guide

Marvel Tōkon combo rules — what the system allows

Not a combo list. The rules the combo system runs on: what link combos require, where Assemble Rush fits, and why routes end when they do.

Link combos only connect on contact

Link combos activate on hit or block, not on whiff. That single rule explains a large share of the 'why did my combo stop' confusion from the beta weekend: a whiffed link does not chain, so the route ends there.

It also means blocked strings still link, which changes how safe your pressure is compared to a game where blocking breaks the chain.

Assemble Rush as an extender

Assemble Rush is a team-extension tool that slots into combo routes. Official guidance shows the shape as Light → Medium → Heavy → Skill → Assemble Rush → follow-up attack.

Read that as a template rather than a combo: it tells you where in a route the team extension goes, which is the part a character-specific combo list assumes you already know.

What we are not listing

Actual routes, damage values and optimal conversions. Those need the retail build to verify, and the community already maintains them better than a static page can — ComboForge has been collecting and voting on them for a year.

Frame-accurate combo theory also needs frame data, which does not exist publicly until launch.

Common questions

Why does my combo drop?
Link combos only activate on hit or block. A whiffed link does not chain, so the route ends.
Do combos still link on block?
Yes — link combos activate on hit or block, both.
Where does Assemble Rush go in a combo?
Official guidance shows Light → Medium → Heavy → Skill → Assemble Rush → follow-up attack.
Where can I find actual combo routes?
ComboForge.gg has a large community-submitted, voted combo database for this game. We link there rather than duplicating it.

More guides

Sources: PlayStation official page