Three games – all tag fighters – are looking to fill it: Riot Games' 2XKO, Quarter Up's Invincible VS, and Arc System Works' Marvel Tōkon: Fighting Souls.
Unfortunately for both, after this weekend's beta, I am 100 per cent sure Marvel Tōkon is set to be the next big fighter.
The game, like Dragon Ball: FighterZ before it, features an auto combo system that is explained to you alongside various other mechanics such as assists, supers, and more.
It's nice to have a beginner-friendly means of playing, but beyond that, the game has a level of depth that only becomes clear when you get your hands on it.
From the moment you start throwing out combos, it is readily apparent that this game has a sky-high skill ceiling – one the likes of me has no hope of reaching in a measly beta period.
Each character, beyond being simply zoners, rushdown, etc., had their own gimmick that opened up even more avenues of play.
But he was far from the only character with such a gimmick. Dr. Doom has his teleports and shields which, combined with assists, make him a fantastic mix-up character with demanding combos that are rewarded with big damage.
I'm sure I wasn't the only one being harassed by Ms. Marvel and her lows over and over again, either.
This may be because the beta roster was so small, and with more characters, balancing naturally becomes more difficult, though as long as we don't reach FighterZ levels of roster size wherein about half the roster isn't worth touching, I have high hopes for Tōkon remaining balanced.
Unlike in FighterZ, your characters all share one health bar, so whether you use one character or all four, you have the same HP to lose.
It adds a level of specialisation that typically isn't available in tag fighters – if you're a zoner, you can handily main Iron Man and really hone your skills with him.
There certainly could be more incentive to tag beyond simply a bit more mix-up potential, but for the moment, it's a mechanic that really sets Tōkon apart from even ArcSys's other titles.
One single beta is nowhere near enough time to explore everything this game has to offer.
Beyond the fundamentals, I haven't even mentioned the presentation, which in true ArcSys style, is phenomenal.
Even from a gameplay standpoint, the exceedingly clean art style makes it surprisingly easy to parse the action even when there are multiple assists flying across the screen.
Out of the many compliments I can pay Marvel Tōkon, the best one is that, ever since the beta period ended, all I have thought about is how much I want to jump back on. It's been a long time since I've felt that way about a fighting game.
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