Training Mode in MARVEL Tōkon: Fighting Souls is one of the most comprehensive practice tools in any fighting game. Built by ARC SYSTEM WORKS specifically for the 4v4 tag-team format, the mode lets you practice solo combos, simulate defensive situations with a customizable dummy, record and playback complex strings, and study frame data in real time. This guide covers every feature of Training Mode, the optimal dummy settings for each skill you want to practice, and a structured 7-day practice routine that takes you from Beginner to Intermediate in time for the launch ranked ladder on August 6, 2026.
Training Mode Interface Overview
The Training Mode screen is split into two halves. The left half shows your character on a stage of your choosing, with the dummy opponent on the right. The right half shows a control panel with 8 tabs: Dummy Settings, Frame Data, Combo Recording, Action History, Recovery Display, Hitbox Viewer, Stage Hazard Timer, and Notes. Each tab is designed for a specific type of practice.
The 8 Training Mode Tabs
The Dummy Settings tab lets you set the opponent's behavior: blocking stance (random, standing, crouching), action (idle, attack, jump, dash), recovery timing (instant, normal, slow), and AI level (off, basic, advanced). The Frame Data tab shows the frame advantage of every action you perform in real time, including the attack's startup, active, and recovery frames. The Combo Recording tab lets you record a 30-second sequence of inputs and play them back on the dummy.
The Action History tab tracks every input you and the dummy have performed in the last 10 seconds, with timestamps. The Recovery Display tab shows the dummy's hitstun and blockstun frames after each attack. The Hitbox Viewer tab overlays color-coded hitboxes and hurtboxes on the active characters, which is essential for understanding range. The Stage Hazard Timer tab shows when interactive stage elements activate on stages like Asgard and Wakanda. The Notes tab lets you save written reminders and combo notations for later reference.
| Tab | Primary Use | Skill Practiced |
|---|---|---|
| Dummy Settings | Defensive scenarios | Parry, blocking, escape |
| Frame Data | Offense timing | Combo links, punishes |
| Combo Recording | Solo combos | Long strings, Link Attacks |
| Action History | Input cleanup | Button consistency |
| Recovery Display | Punish timing | Frame advantage windows |
| Hitbox Viewer | Range learning | Spacing, whiff punishes |
| Stage Hazard Timer | Stage tactics | Hazard interaction |
| Notes | Self-tracking | Combo theory |
Dummy Settings For Each Skill
The Dummy Settings tab is the most important tab for defensive practice because it lets you simulate every common opponent behavior. The tab has 4 main categories: Block Stance, Action, Recovery, and AI Level. This knowledge separates casual players from competitive tournament competitors on the global leaderboard.
Block Stance Settings
The Block Stance setting determines when the dummy blocks. The "Random" setting randomly alternates between Standing Guard and Crouching Guard after each hit, which simulates an opponent who is trying to mix up their block. The "Stand" setting keeps the dummy in Standing Guard, which simulates an opponent who never ducks. The "Crouch" setting keeps the dummy in Crouching Guard, which simulates an opponent who never blocks high. Most beginners should practice against "Random" because it forces them to time attacks at specific hit levels.
Action Settings
The Action setting determines what the dummy does after blocking. The "Idle" setting keeps the dummy stationary, which lets you practice full combos without interruption. The "Attack" setting has the dummy attack back at random intervals, which simulates pressure scenarios. The "Jump" setting has the dummy jump after blocking, which is useful for practicing anti-air combos. The "Dash" setting has the dummy dash forward after blocking, which simulates opponent aggression.
Recovery Settings
The Recovery setting determines how fast the dummy recovers from hitstun and blockstun. The "Instant" setting recovers immediately, which lets you practice long combos without waiting for animations. The "Normal" setting recovers at the standard speed, which is the default for most practice. The "Slow" setting recovers slowly, which is useful for learning punish windows on specific attacks.
AI Level Settings
The AI Level setting determines how aggressively the dummy attacks. The "Off" setting keeps the dummy passive. The "Basic" setting has the dummy perform random attacks. The "Advanced" setting has the dummy perform optimal counter-attacks based on your behavior. Most beginners should practice against "Off" or "Basic", while advanced players should practice against "Advanced" to simulate tournament-level opponents.
| Dummy Setting | Beginner Practice | Intermediate Practice | Advanced Practice |
|---|---|---|---|
| Block Stance | Random | Random | Random |
| Action | Idle | Attack | Dash + Attack |
| Recovery | Normal | Normal | Slow |
| AI Level | Off | Basic | Advanced |
Frame Data Display
The Frame Data tab is one of the most powerful tools in Training Mode because it shows the frame advantage of every action in real time. The display has three readouts: Startup (how many frames before the attack becomes active), Active (how many frames the attack is active), and Recovery (how many frames after the attack before you can act again).
Reading The Frame Data Display
The display shows positive numbers (green) when your attack leaves you at a frame advantage, which means you can act before your opponent recovers. The display shows negative numbers (red) when your attack leaves you at a frame disadvantage, which means your opponent can act before you recover. Zero (white) means both players recover at the same time, which is a neutral situation where the next attack is determined by player skill.
Frame Data For Universal Moves
The universal moves have standardized frame data across all characters. Light attacks have 6 frames of startup and +1 frame advantage on hit. Medium attacks have 10 frames of startup and +3 frame advantage on hit. Heavy attacks have 16 frames of startup and +5 frame advantage on hit. Skill activations have variable frame data per character but average 12-18 frames of startup. Super Skills have 20-25 frames of startup. Ultimate Skills have 30-40 frames of startup.
| Move Type | Startup | On-Hit Advantage | On-Block Advantage |
|---|---|---|---|
| Light | 6 frames | +1 | -2 |
| Medium | 10 frames | +3 | -3 |
| Heavy | 16 frames | +5 | -5 |
| Skill | 12-18 frames | Variable | Variable |
| Super Skill | 20-25 frames | +8 | -8 |
| Ultimate | 30-40 frames | +15 | -15 |
Combo Recording And Playback
The Combo Recording tab lets you record a 30-second sequence of inputs and play them back on the dummy in a loop. The recording captures every button press and stick movement, which is essential for practicing long combo strings that you cannot perform manually without mistakes.
Recording A Combo String
To record a combo, press the record button (R3 on PS5, RS click on most controllers) and perform the inputs you want the dummy to repeat. The recording captures the first 30 seconds of inputs by default, but you can extend the recording by pressing R3 again to add 30 more seconds. Once you stop recording, the dummy will loop the recorded inputs continuously.
Playback For Combo Practice
Once a combo is recorded, you can set the dummy to play it back while you practice your defensive response. For example, you can record an opponent's 3-hit Heavy chain into Super Skill, then set the dummy to play it back while you practice the Break parry timing. The recorded combo resets every time the string ends, which lets you practice the same defensive scenario repeatedly without manually triggering each attack.
Punish Trainer And Hitbox Viewer
The Punish Trainer is a special mode within Training Mode that flashes a "Punish!" prompt when the dummy performs an attack that is punishable on block. The prompt includes the optimal punish combo for that specific attack, which is the fastest way to learn punish windows for every character in the roster.
Reading The Hitbox Viewer
The Hitbox Viewer tab overlays color-coded hitboxes and hurtboxes on the active characters. Blue boxes are hurtboxes (areas where the character can be hit), red boxes are hitboxes (areas where the character's attacks are active), and yellow boxes are pushboxes (areas that prevent characters from overlapping). Studying the hitboxes is essential for understanding why certain attacks whiff and others connect, which is the foundation of spacing knowledge.
Common Hitbox Observations
Studying the Hitbox Viewer reveals several universal truths. Light attacks have small hitboxes and long range for their startup. Heavy attacks have large hitboxes but slow startup. Projectiles have a hitbox that travels with the projectile but disappear when the projectile despawns. Assist Characters have small hurtboxes during their tag-in animation, which is why tag pressure is hard to punish.
7-Day Practice Routine
The following 7-day routine takes you from Beginner to Intermediate in Training Mode. Each day focuses on a specific skill, and each session should last roughly 60-90 minutes. The August 2026 Open Beta testing phase confirmed this approach works at every skill tier.
Day 1 — Universal Combo Practice
Set the dummy to Idle, Stand block, and Normal recovery. Practice the universal L Chain (□ □ □ → Skill), M Chain (△ △ △ → Super), and H Chain (○ ○ ○ → Ultimate). The goal is to perform each chain 50 times without dropping the link.
Day 2 — Punish Trainer
Enable the Punish Trainer and set the dummy to Attack action. Practice Break parrying the dummy's attacks and confirming into the universal Heavy chain. The goal is to Break 10 attacks in a row without missing. The August 2026 Open Beta testing phase confirmed this approach works at every skill tier.
Day 3 — Link Attack Practice
Set the dummy to Stand block, Idle action, and Normal recovery. Practice the L → M → H → Skill → × string, then the same string with × → × for Follow-up Attack. The goal is to perform the full string 20 times without dropping the Link Attack extension.
Day 4 — Combo Recording Practice
Record your character's optimal Advanced Combo into the Combo Recording tab, then set the dummy to play it back. Practice your defensive response to the recorded combo — Break on the Heavy chain, block on the Skill, tag on the Follow-up Attack. The goal is to respond correctly 15 times in a row.
Day 5 — AI Level Practice
Set the dummy to Advanced AI Level and practice your full character toolkit against an actual opponent. The Advanced AI performs optimal counter-attacks, which is the closest simulation to a real human opponent. The goal is to win 10 matches against the Advanced AI without losing more than 3.
Day 6 — Frame Data Study
Spend 30 minutes reading the Frame Data tab for every move in your character's kit. Write down the frame advantage for each move on hit and on block. The goal is to internalize which moves are safe and which are punishable.
Day 7 — Match Simulation
Set up a 5-round match against a random opponent from the Online Lobby's Spectator mode. Practice your full match strategy: team composition, gauge management, defensive escapes, and clutch comebacks. The goal is to identify and fix one weak area in your play per match.
| Day | Focus | Dummy Setting | Goal |
|---|---|---|---|
| 1 | Universal combos | Idle, Stand, Normal | 50 chains no drop |
| 2 | Break parry | Attack action | 10 Breaks in a row |
| 3 | Link Attacks | Stand, Idle | 20 strings no drop |
| 4 | Combo recording | Playback mode | 15 correct responses |
| 5 | Advanced AI | Advanced AI | 10 wins / 3 losses |
| 6 | Frame data | Idle | Internalize move data |
| 7 | Match simulation | Spectator | Fix one weak area |
Custom Combo Recording Workflow
The Combo Recording tab in Training Mode lets you save a 30-second sequence of inputs that the dummy will play back in a loop. The recording workflow is: (1) press R3 to start recording, (2) perform the inputs you want the dummy to repeat, (3) press R3 again to stop recording, (4) press × to enable playback, (5) set the dummy to play the recording back in a loop. The workflow is the foundation of every defensive practice drill because it lets you practice the same scenario repeatedly without manual input.
The recording best practices are: (1) record strings that are difficult to perform manually (like opponent Super Skill setups), (2) record the opponent's strongest combos for defensive practice, (3) record your own optimal Advanced Combo for self-review, (4) record opponent mix-up sequences for mix-up reading practice, (5) record stage hazard activations for hazard timing practice.
| Recording Type | Use Case | Practice Time |
|---|---|---|
| Opponent Super Skill setup | Defensive Break timing | 20 minutes |
| Opponent full combo | Defensive escape | 30 minutes |
| Your optimal Advanced Combo | Self-review | 15 minutes |
| Opponent mix-up sequence | Mix-up reading | 25 minutes |
| Stage hazard activation | Hazard timing | 20 minutes |
The recording limitation rule is that recordings are not saved across Training Mode sessions, which means you must re-record the string every time you enter Training Mode. Veterans who play ranked matches during the day and practice defensive responses in Training Mode at night typically re-record 2-3 strings per session based on what they encountered.
Punish Trainer Optimization
The Punish Trainer is a Training Mode feature that flashes a "Punish!" prompt when the dummy performs an attack that is punishable on block. The trainer has 5 difficulty stages that progressively test different punish scenarios. The optimization workflow is: (1) select Stage 1 for beginner practice, (2) complete 10 consecutive prompts without missing, (3) advance to Stage 2, (4) repeat until Stage 5 is reached, (5) practice Stage 5 daily for muscle memory.
The Punish Trainer stage list is: Stage 1 (Beginner, single punishable attacks), Stage 2 (Easy, two-hit punishable strings), Stage 3 (Medium, three-hit punishable strings), Stage 4 (Hard, mix-up punishable strings), Stage 5 (Tournament, optimal counter-attack strings). Each stage builds on the previous one and adds complexity to the punish scenarios.
| Stage | Difficulty | Scenario Type | Skill Practiced |
|---|---|---|---|
| 1 | Beginner | Single punishable attacks | Basic punish timing |
| 2 | Easy | Two-hit punishable strings | Combo extension on punish |
| 3 | Medium | Three-hit punishable strings | Heavy chain confirms |
| 4 | Hard | Mix-up punishable strings | High/low punish reads |
| 5 | Tournament | Optimal counter-attack strings | Tournament-level execution |
The Punish Trainer advancement rule is to advance to the next stage only after you can complete 10 consecutive prompts at the current stage without missing. Missing more than 2 prompts per stage means you are not ready to advance. Veterans who reach Stage 5 typically climb to Diamond rank within 30 days of ranked play.
Hitbox Viewer Spacing Drills
The Hitbox Viewer tab overlays color-coded hitboxes and hurtboxes on the active characters. The viewer is the foundation of spacing knowledge because it shows exactly where attacks will land and where characters can be hit. The spacing drill workflow is: (1) enable the Hitbox Viewer, (2) perform a Heavy chain at varying distances from the dummy, (3) observe which distances connect and which whiff, (4) memorize the optimal distance for each move, (5) practice at the optimal distance until muscle memory is built.
The five spacing drill progressions for different move types are:
- Heavy chain spacing: whiff punish range, optimal distance memorized
- Skill spacing: mid-range confirm, positioning consistency
- Ultimate spacing: long-range punish, jump timing adjusted
- Assist spacing: combo extension, close range memorized
- Air spacing: anti-air confirm, vertical positioning
The spacing drill discipline rule is to spend at least 30 minutes per session on spacing drills. The 30-minute commitment builds muscle memory faster than 1-hour sessions every 3 days because muscle memory requires consistent daily repetition.
Frame Data Memorization Routine
The Frame Data tab in Training Mode shows the frame advantage of every action in real time. The display has three readouts: Startup (how many frames before the attack becomes active), Active (how many frames the attack is active), and Recovery (how many frames after the attack before you can act again). The memorization routine is: (1) enable the Frame Data tab, (2) perform every move in your character's kit, (3) record the frame advantage for each move, (4) write the data in the Notes tab, (5) review the Notes tab before every ranked session.
The five frame data priority categories are:
- Point Character frame data: 60 minutes memorization, used every match
- Opponent punish windows: 30 minutes per opponent, matchup-specific use
- Universal chain data: 15 minutes memorization, standard play
- Break parry timing: 30 minutes memorization, defensive practice
- Assist attack data: 20 minutes memorization, combo extension
The frame data review rule is to review the data once per week in the Notes tab. The weekly review prevents you from forgetting frame data that you have not used in a while. Veterans who maintain weekly frame data review win 15% more matches in Platinum and Diamond ranks because they can recall the optimal punish window for every opponent's character.
Pre-Ranked Warm-Up Routine
The pre-ranked warm-up routine is a 30-minute session in Training Mode before queuing for ranked matches. The routine is: (1) 5 minutes of universal combo practice, (2) 5 minutes of Break parry timing on the Punish Trainer, (3) 5 minutes of Link Attack practice with your main character, (4) 5 minutes of mirror match setup for self-review, (5) 5 minutes of combo recording playback for defensive practice, (6) 5 minutes of frame data review in the Notes tab.
The warm-up routine is mandatory before every ranked session. Skipping the warm-up routine is a tilt signal that veterans exploit by playing aggressively in the first round. The optimal warm-up is the same routine every session, which builds consistency across your ranked matches.
| Warm-Up Phase | Duration | Focus |
|---|---|---|
| Universal combos | 5 minutes | Build muscle memory |
| Break parry | 5 minutes | Defensive confidence |
| Link Attacks | 5 minutes | Combo extension |
| Mirror match | 5 minutes | Self-review |
| Combo playback | 5 minutes | Defensive patterns |
| Frame data review | 5 minutes | Punish windows |
| Total | 30 minutes | Ready for ranked |
Counter-Pick Practice: Setting Up Matchup Dummies
Every character in the roster has specific matchup weaknesses that can be exploited by Counter-Picking from your roster. Training Mode lets you set up matchup-specific dummies by selecting the opponent's character from the character select screen. The optimal counter-pick practice routine is to play one of your hardest matchups as the dummy and identify which of your moves punish their unsafe attacks.
The matchup dummy setup is: (1) select the opponent's character from the Opponent select screen, (2) set Block Stance to Random for unpredictability, (3) set Action to Attack for pressure simulation, (4) set Recovery to Normal for standard timing, (5) set AI Level to Advanced for tournament-level simulation. The setup mimics a real opponent's behavior closely enough that 30 minutes of practice transfers directly to ranked play.
The five example matchup challenges for the Open Beta roster are:
- Spider-Man vs Iron Man: Iron Man projectile spam, practice Shield Throw contesting
- Hulk vs Storm: Storm lightning zoning, practice gap closing with Heavy chain
- Wolverine vs Doctor Doom: Doom projectile wall, practice whiff punish on projectile recovery
- Captain America vs Magik: Magik Soulsword pressure, practice Break parry timing on Heavy chain
- Iron Man vs Hulk: Hulk charge pressure, practice Uni-Beam anti-air timing
The counter-pick practice rule is to spend 30 minutes per matchup per session, starting with your hardest matchup and ending with your easiest. The practice transfers to ranked play because the dummy behavior is identical to the actual character behavior. Veterans who follow the counter-pick practice routine win 20% more matches in Gold and Platinum ranks because they have rehearsed every matchup at least once.
Recording Enemy Habits: Save And Replay Specific Strings
The Combo Recording tab in Training Mode lets you save a 30-second sequence of inputs that the dummy will play back in a loop. The recording captures every button press and stick movement, which means you can save specific opponent strings you encounter in ranked play and practice the defensive response in Training Mode the next day.
The recording workflow is: (1) encounter a difficult opponent string in ranked play, (2) immediately after the match, open Training Mode and re-create the string manually using your memory, (3) record the string into the Combo Recording tab, (4) set the dummy to play the recording back in a loop, (5) practice your defensive response until it becomes muscle memory. The workflow is the most efficient way to learn difficult matchup strings without watching replays.
The five common recording types with their practice times are:
- Opponent Heavy chain: 5 seconds recording, 15 minutes practice
- Opponent mix-up sequence: 8 seconds recording, 20 minutes practice
- Opponent Super Skill setup: 12 seconds recording, 30 minutes practice
- Opponent full combo: 20 seconds recording, 45 minutes practice
- Opponent Ultimate animation: 30 seconds recording, 60 minutes practice
The recording limitation rule is that recordings are not saved across Training Mode sessions, which means you must re-record the string every time you enter Training Mode. Veterans who play ranked matches during the day and practice defensive responses in Training Mode at night typically re-record 2-3 strings per session based on what they encountered. The recording workflow is the single biggest contributor to skill improvement between Gold and Diamond ranks.
Mirror Match Setup: Training Against Yourself
The mirror match setup is a unique Training Mode drill where you set the dummy to mirror your inputs, then practice against yourself. The drill is performed by setting the dummy to "Mirror" behavior in the Action settings tab. The mirror setup forces you to defend against your own offense, which is the fastest way to identify weaknesses in your pressure strings.
The mirror match drill sequence is: (1) set the dummy to Mirror behavior, (2) perform a Heavy chain → Skill activation as your opening, (3) observe how the mirror dummy defends against your offense, (4) identify the defensive option that beats your opening, (5) modify your opening to beat the counter-defense. The drill should be repeated for every opening in your main character's toolkit.
The five mirror match drills for different focus areas are:
- Heavy chain opener: identify break parry vulnerability, adjust timing
- Skill activation opener: identify whiff punish vulnerability, add frame delay
- Mix-up sequence opener: identify high/low read vulnerability, adjust mix-up ratio
- Combo extension opener: identify escape vulnerability, add Burst breaker
- Round 3 burst opener: identify defensive tag pattern, save Burst for later
The mirror match limitation rule is that the mirror dummy defends optimally only against the exact inputs you are performing in real time. If you slow down or speed up your inputs, the mirror dummy's defense changes accordingly. The mirror drill is most useful for identifying defensive patterns at standard execution speed, which is the speed you will face in real matches.
Punish Trainer Difficulty: Advancing Through Stages
The Punish Trainer is a Training Mode feature that flashes a "Punish!" prompt when the dummy performs an attack that is punishable on block. The trainer has 5 difficulty stages that progressively test different punish scenarios. Beginners should start at Stage 1 and advance to Stage 5 over a 4-6 week period.
The five Punish Trainer stages with their focus areas are:
- Stage 1 (Beginner): single punishable attacks, basic punish timing
- Stage 2 (Easy): two-hit punishable strings, combo extension on punish
- Stage 3 (Medium): three-hit punishable strings, Heavy chain confirms
- Stage 4 (Hard): mix-up punishable strings, high/low punish reads
- Stage 5 (Tournament): optimal counter-attack strings, tournament-level execution
The Punish Trainer advancement rule is to advance to the next stage only after you can complete 10 consecutive prompts at the current stage without missing. Missing more than 2 prompts per stage means you are not ready to advance, and you should repeat the stage until you reach the consistency threshold. Veterans who reach Stage 5 typically climb to Diamond rank within 30 days of ranked play.
The daily Punish Trainer commitment is to spend at least 15 minutes per day at your current stage. The 15-minute commitment builds muscle memory faster than 1-hour sessions every 3 days because muscle memory requires consistent daily repetition. The most successful ranked climbers commit to a fixed daily practice slot, usually 30 minutes before their first ranked session of the day.
Notes Tab Strategy: Building Your Combo Bible
The Notes tab in Training Mode lets you save written reminders, combo notations, and matchup notes that persist across sessions within the same Training Mode login. The tab is the foundation of every competitive player's "combo bible" — a personal reference document that captures every combo, every matchup, and every defensive pattern they have learned.
The combo bible structure is: (1) main character combo list (10-15 combos per character), (2) matchup notes (one page per opponent character with key patterns), (3) defensive priority list (top 5 defensive options per matchup), (4) stage-specific positioning notes (one page per stage), (5) patch day update section (recording patch changes immediately). The structure should fit within roughly 50 pages of notes for a complete competitive reference.
- Page 1-15: main character combos with notation
- Page 16-30: opponent matchup notes with key patterns
- Page 31-40: defensive priority lists with counter-options
- Page 41-50: stage-specific positioning and hazard notes
- Page 51+: patch day updates and recent match observations
The combo bible update rule is to add at least one new entry per practice session. The entry could be a new combo, a new matchup observation, a new defensive pattern, or a new stage note. The cumulative buildup over 50 sessions creates a complete competitive reference that you can review before tournament matches. The reviewing routine should take 15 minutes and should be done once per week to refresh your memory on underused combos.
The post-match note habit is to write down one observation immediately after every ranked match. The observation could be a mistake you made, a new pattern you saw your opponent use, a combo you should have used but did not, or a stage hazard you forgot to position around. The notes are added to the matchup notes section the next time you enter Training Mode. This habit is the most efficient way to translate ranked match experience into long-term skill improvement.
Frequently Asked Questions
How do I access Training Mode?
You access Training Mode in MARVEL Tōkon through the main menu's Practice or Training section, available from launch day August 6, 2026. Training Mode requires no internet connection and provides solo practice against a stationary dummy opponent for combo practice. The mode includes the Punish Trainer and Hitbox Viewer features for advanced frame data analysis. Training Mode progress is not saved between sessions and serves as a practice tool for competitive Online Lobby 64-player ranked preparation.
Can I practice 4v4 team combinations in Training Mode?
Yes, you can practice 4v4 team combinations in MARVEL Tōkon Training Mode by selecting your 4-character team composition and switching between Point Character and Assist Characters using the X button plus directional input. Training Mode supports Switch, L2 Switch, Assemble Rush, and Follow-up Attack practice against the stationary dummy. The optimal strategy is practicing preset team compositions like Fighting Avengers and Unbreakable X-Men to learn rotation patterns before competitive ranked play.
What is the Punish Trainer?
The Punish Trainer is a Training Mode feature in MARVEL Tōkon that simulates specific opponent attack patterns and tests your punish timing for optimal combo routes after blocking or parrying. The trainer presents various opponent attacks including Heavy chains, Break confirms, and Crossover Counter setups, then evaluates your punish execution timing. The optimal strategy is practicing Punish Trainer daily to build muscle memory for tournament-level punish execution and frame advantage optimization.
How do I read the Hitbox Viewer?
You read the Hitbox Viewer in MARVEL Tōkon Training Mode by toggling the viewer overlay during combat to visualize attack and hurtbox positioning frame-by-frame. The viewer shows character hurtboxes (where they can be hit) and attack hitboxes (where their attacks connect) with frame data overlay. The optimal strategy is using the Hitbox Viewer to understand spacing for projectile-heavy characters like Iron Man's Repulsor Beam and Storm's Lightning Bolt zoning.
Can I save my Training Mode progress?
No, Training Mode progress is not saved between sessions in MARVEL Tōkon, and the mode serves as a practice tool rather than a progression system. The Punish Trainer tracks session-level performance but does not persist across game sessions. The optimal strategy is treating Training Mode as a practice environment for combo refinement and frame data study rather than expecting unlock progression. Online Lobby 64-player ranked tracks your competitive progression instead.