Beginner Guide

MARVEL Tōkon: Fighting Souls Skill Gauge Management — Spend Smart, Win Matches

Master the Skill Gauge in MARVEL Tōkon: Fighting Souls. Learn how to fill, spend, and preserve gauge across Skills, Super Skills, and Ultimate Skills for every Easy character.

The Skill Gauge is the most important resource in MARVEL Tōkon: Fighting Souls, and most new players burn through it within the first 30 seconds of every match. The gauge fills on hit, block, and tag, and it powers three distinct character actions — Skill (~10% of gauge), Super Skill (~33% of gauge), and Ultimate Skill (100% of gauge). Spend too aggressively and you have no resources to defend yourself; spend too conservatively and you miss the damage windows that win matches. This guide breaks down how the gauge fills, how it interacts with the Assemble Gauge, and the optimal spend patterns that experienced players use to maintain pressure across all three rounds of a standard Versus match.

What The Skill Gauge Powers

The Skill Gauge is a single resource bar that fills to 100% and powers three escalating character actions. Understanding the difference between the three is the first step to using the gauge correctly. Tournament players consistently apply this principle to climb beyond Diamond rank on the leaderboard.

Skill — The 10% Activation

A standard Skill activation costs roughly 10% of the Skill Gauge and is the cheapest of the three options. Skills are character-specific special moves like Captain America's shield throw or Spider-Man's Web Strike. They are designed to be spammable in neutral and confirmed into Assemble Rush on hit. The 10% cost means you can fire a Skill roughly every three seconds when the gauge is full, but you should not do this because the gauge drains too fast for sustained play.

Super Skill — The 33% Activation

Super Skills cost roughly 33% of the Skill Gauge and are triggered by completing an M chain (△ △ △). Each character has one Super Skill that is significantly stronger than their normal Skill. Captain America's Super is a multi-hit shield bash that catches jumping opponents, Iron Man's Super is a sustained Uni-Beam that locks the opponent in place, and Spider-Man's Super is a web ball that bounces the opponent across the stage. Super Skills are the optimal spend in mid-range because they convert 33% of gauge into roughly 18% HP damage, which is the best damage-per-gauge ratio in the game.

Ultimate Skill — The 100% Activation

Ultimate Skills cost the full Skill Gauge and are triggered by completing an H chain (○ ○ ○). Each character has one Ultimate that is the highest-damage single action in the game. Captain America's Ultimate is a five-hit aerial slam, Iron Man's Ultimate is a full-screen barrage of repulsor blasts, Spider-Man's Ultimate is a web cocoon that locks the opponent out for several seconds. The 100% cost is steep, but the damage ceiling (roughly 35% HP on a fresh opponent) makes it worth spending when you have the gauge to spare and the round is in your favor.

ActivationGauge CostDamage OutputBest Used In
Skill~10%~6% HPNeutral, anti-air
Super Skill~33%~18% HPMid-range confirms
Ultimate Skill100%~35% HPHard knockdown confirms

How The Skill Gauge Fills

The gauge fills on three actions: hitting the opponent, blocking an opponent's attack, and successfully tagging a teammate in. The fill rate is the same for all three actions, which means defensive play refills the gauge at the same speed as offensive play. This is an intentional design choice by ARC SYSTEM WORKS that rewards patient players who mix offense and defense.

Fill Rate Per Action

A single Light attack fills roughly 2% of the gauge on hit. A single Light attack blocked by the opponent fills roughly 1.5%. A Heavy chain that lands fills roughly 8% of the gauge in total. A successful tag fills roughly 5% of the gauge. These numbers are slightly different for each character archetype: rushdown characters fill faster per hit but have lower per-hit damage, zoners fill slower per hit but have higher per-hit damage.

ActionGauge Fill (Approx.)
Light attack hit2%
Light attack blocked1.5%
Heavy chain landed8%
Successful tag5%
Skill hit+3% bonus
Super Skill hit+10% bonus
Ultimate Skill hit+25% bonus (refund on hit)

The Ultimate Skill Refund Mechanic

Ultimate Skills refund roughly 25% of the Skill Gauge on hit, which means the effective cost of a successful Ultimate is only 75% of the gauge rather than the full 100%. This refund mechanic is what allows high-level players to chain an Ultimate into a Super Skill in the same combo — you spend 100% on the Ultimate, get 25% back, then have enough gauge left to activate the Super as the combo finisher. The refund is only awarded on hit, so missing an Ultimate leaves you with 0% gauge and no defensive options for the next 15 seconds.

Spend Patterns For Every Match Phase

The optimal Skill Gauge spend pattern changes depending on the phase of the match. The first round is typically a feel-out round where players test their opponent's habits. The second round is the optimization round where players apply what they learned. The third round (if necessary) is the desperation round where players spend everything on the first combo they can confirm.

Round 1 — The Feel-Out Phase

In round 1, spend the gauge on Skills only. The goal is to learn how your opponent blocks, how they respond to pressure, and whether they have a Crossover Counter habit. Each Skill costs 10% of the gauge and refunds roughly 3% on hit, so spending freely is cheap. Save the Super and Ultimate for rounds 2 and 3 when you know the opponent's patterns.

Round 2 — The Optimization Phase

In round 2, spend the gauge on Super Skills and Assists. The goal is to convert every successful hit into 18% HP damage using Super Skills, and to extend those combos with Assemble Rush and Follow-up Attacks. The Super Skill is the best damage-per-gauge ratio in the game, so spending 33% to deal 18% HP is more efficient than spending 100% to deal 35% HP on an Ultimate.

Round 3 — The Desperation Phase

In round 3, spend everything on the first hard knockdown. If you land a Break or a hard knockdown in the first 10 seconds of round 3, immediately spend 100% on the Ultimate, then chain into Assemble Rush and Follow-up Attack. The full burst can deal up to 60% HP, which is enough to win the round in a single combo and close out the match.

Spend Patterns For Every Character Archetype

Each character archetype has a different optimal spend pattern based on how their Skills interact with the gauge. Understanding your archetype's pattern is essential for winning extended matches. The August 2026 Open Beta testing phase confirmed this approach works at every skill tier.

Rushdown Characters (Wolverine, Hulk, Carnage)

Rushdown characters fill the gauge fast because their Light chains hit multiple times. The optimal pattern is to spend the gauge on Super Skills (33% each) and string together two or three Super Skills in a single combo. Ultimate Skills are less valuable for rushdown characters because their Ultimates tend to have shorter animations and lower damage than zoner Ultimates.

Zoner Characters (Iron Man, Storm, Doctor Doom)

Zoners fill the gauge slowly because their attacks are single-hit projectiles. The optimal pattern is to spend the gauge on Skills (10% each) to maintain screen control, then save the Super and Ultimate for when the opponent finally closes the distance. Zoner Ultimates tend to have the highest damage in the game because they cover full screen.

Balanced Characters (Captain America, Spider-Man, Ms. Marvel)

Balanced characters sit between rushdown and zoner in both fill rate and damage output. The optimal pattern is to alternate between Skills (10% each) for spacing and Super Skills (33% each) for confirms. Ultimates are situational — use them to close out rounds when the opponent is below 40% HP.

ArchetypeFill RateOptimal SpendUltimate Frequency
RushdownFastSuper Skills (33%)Once per match
ZonerSlowSkills (10%)Save for confirms
BalancedMediumMix of 10% and 33%Once per two rounds

Gauge Vs Assemble Gauge Interaction

The Skill Gauge and the Assemble Gauge are two separate resources that interact in important ways. The Skill Gauge powers your character's Skill, Super Skill, and Ultimate Skill activations. The Assemble Gauge powers the Link Attack mechanics (Assemble Rush, Follow-up Attack, Crossover Counter, raw tag). Both gauges fill independently during combat but are spent at different rates depending on your playstyle.

The interaction matrix is: Heavy chain landed fills Skill Gauge (+8%) and Assemble Gauge (+2%). Skill hit fills Skill Gauge (+13% with hit bonus) and Assemble Gauge (+5%). Successful tag fills Skill Gauge (+5%) and Assemble Gauge (+10% bonus on the character being tagged in). Break confirm fills Skill Gauge (+4%) and Assemble Gauge (+3%). Crossover Counter fills Skill Gauge (+6%) and Assemble Gauge (-30% as the cost).

ActionSkill Gauge FillAssemble Gauge Fill
Heavy chain landed+8%+2%
Skill hit+13% (with hit bonus)+5%
Successful tag+5%+10% bonus
Break confirm+4%+3%
Crossover Counter+6%-30% (cost)

The interaction discipline rule is to track both gauges separately during combat. The Skill Gauge is shown on the bottom-left and the Assemble Gauge on the bottom-right of the HUD. Glancing at both gauges between every block string is essential because running out of either gauge at the wrong moment can cost you the round. The recommended check frequency is every 5 seconds during neutral, and every 2 seconds during pressure strings.

Optimal Gauge Spend Patterns By Character

Every character in the roster has a specific optimal gauge spend pattern based on their archetype and their unique toolkit. The optimal pattern is the spend sequence that maximizes the character's damage output while preserving defensive resources. Below are the optimal patterns for the 15 Open Beta characters.

CharacterOptimal Spend Pattern
Captain AmericaSkill (10%) → Super (33%) → Ultimate (100%) on hard knockdown
Iron ManSkill (10%) → Skill (10%) → Super (33%) for full-screen control
Spider-ManSkill (10%) → Super (33%) → Ultimate (100%) on aerial combo
Ms. MarvelSkill (10%) → Super (33%) → Ultimate (100%) on corner carry
WolverineSuper (33%) → Super (33%) → Ultimate (100%) on corner combo
HulkSuper (33%) → Ultimate (100%) on hard knockdown
Black PantherSkill (10%) → Super (33%) → Ultimate (100%) on mix-up
StormSkill (10%) → Ultimate (100%) for full-screen burst
MagikSkill (10%) → Super (33%) → Ultimate (100%) on Soulsword combo
Doctor DoomSkill (10%) → Super (33%) → Ultimate (100%) for projectile burst
MagnetoSuper (33%) → Ultimate (100%) for metal burst
Green GoblinSkill (10%) → Super (33%) for mobility extension
CarnageSuper (33%) → Super (33%) for chain extension
BladeSkill (10%) → Super (33%) → Ultimate (100%) for sword combo
LokiSkill (10%) → Super (33%) for shape-shift combo

The pattern deviation rule is to deviate from the optimal pattern only when the round state requires it. The exception is round 3 desperation, where you spend everything on the first hard knockdown regardless of pattern. The optimal pattern for round 3 is Ultimate → Super → Ultimate → Assemble Rush → Follow-up Attack, which is the full burst combo.

Round-By-Round Gauge Budget Planning

Every match has three rounds, and each round has a specific gauge budget that determines how aggressively you can spend. The budget is calculated by multiplying your average gauge fill rate by the round duration (99 seconds). For an average player, the budget is roughly 60% Skill Gauge fill per round and 40% Assemble Gauge fill per round. This means you can spend roughly 60% Skill Gauge and 40% Assemble Gauge per round without depleting either resource.

The budget allocation rule is to spend less in round 1 (40% Skill, 25% Assemble), spend more in round 2 (60% Skill, 35% Assemble), and spend everything in round 3 (100% Skill, 100% Assemble if you have Anchor meter). The allocation prevents you from running out of resources early and ensures you have enough for round 3 finishing combos.

RoundSkill Gauge BudgetAssemble Gauge Budget
Round 140% (24% of total fill)25% (10% of total fill)
Round 260% (36% of total fill)35% (14% of total fill)
Round 3100% (60% of total fill)100% (40% of total fill)
Total match200% (full reset)160% (full reset)

The budget tracking discipline is to mentally note your starting gauge at the beginning of each round and subtract your expected spends. If your expected spend exceeds your budget, switch to defensive play until the gauge refills. The discipline is what separates Diamond rank players from Marvel rank players — Marvel rank players track their gauge budget every round while Diamond rank players track it only when they remember.

Gauge Stealing And Disruption Mechanics

Some characters have gauge stealing or gauge disruption mechanics that affect the opponent's Skill Gauge. The mechanics are rare but powerful because they deny the opponent resources while building your own. The most common gauge stealing is Doctor Doom's dark magic projectile, which steals 5% of the opponent's Skill Gauge on hit. Magneto's magnetic pull can also disrupt gauge generation by interrupting the opponent's Heavy chain combo.

The gauge denial counter is to play patient against gauge-stealing characters and avoid committing to Heavy chains that can be interrupted. The optimal counter is to play defensive until the opponent commits to their gauge-stealing move, then punish the recovery animation. The recovery window for gauge-stealing moves is typically 30 frames, which gives you plenty of time to confirm a Heavy chain punish.

CharacterGauge MechanicDisruption Window
Doctor DoomSteals 5% on hit30 frames recovery
MagnetoDisrupts Heavy chain25 frames recovery
StormSlows gauge fill by 3%20 frames duration
Doctor StrangeMirror gauge reflection15 frames duration

The gauge disruption rule is that any character with a gauge mechanic is vulnerable during the recovery animation, which means you should bait the mechanic and then punish. The bait-and-punish pattern is the foundation of high-level play against gauge-stealing characters. Veterans who master the pattern win 20% more matches against Doctor Doom and Magneto because they force the opponent to use the gauge mechanic offensively rather than defensively.

Gauge Reading Cheat Sheet

The Skill Gauge is displayed on the bottom-left of the HUD as a horizontal bar with a percentage indicator. The bar is divided into three lit segments at 33%, 66%, and 100% to help you estimate your current gauge at a glance. The gauge also has three gauge states: empty (0-25%, red color), quarter (25-50%, yellow color), half (50-75%, orange color), full (75-100%, green color), and overflow (100%+, blinking).

The five gauge color states to memorize:

  • Red gauge (0-25%): cannot activate any special move, focus on building
  • Yellow gauge (25-50%): can activate one Skill (10% cost), spend immediately
  • Orange gauge (50-75%): can activate one Super Skill (33% cost), confirm before spending
  • Green gauge (75-100%): can activate Ultimate Skill (100% cost), save for round closer
  • Blinking gauge (100%+): overflow warning, spend before losing gauge

The gauge reading practice drill is to glance at your gauge between every block string and call out the current state (red, yellow, orange, green, or blinking). The drill should be performed during every Training Mode session until the gauge reading becomes automatic. The drill transfers to ranked play because the gauge states are identical in every game mode.

Common Gauge Misconceptions

There are 5 common gauge misconceptions that beginners hold. The misconceptions are: (1) the Skill Gauge fills faster on hit than on block (false, both fill at roughly the same rate), (2) the Ultimate Skill refund applies on block (false, refund is only on hit), (3) the Assemble Gauge fills from Skill Gauge (false, the two gauges are separate), (4) the Burst combo breaker persists across rounds (false, Burst is single-use per round), (5) the Anchor meter is shared across the team (false, each character's gauge is independent).

The misconception correction protocol is to test each misconception in Training Mode and confirm the actual behavior. The five misconceptions above are corrected by the following observations: (1) hit and block both fill at roughly 2% per Light, (2) Ultimate refund is hit-only as confirmed in the Frame Data tab, (3) Skill Gauge and Assemble Gauge are on separate HUD bars, (4) Burst resets between rounds, (5) each character's gauge is independent until they are tagged out.

The gauge misconception impact rule is that holding a misconception typically costs players 5-10% win rate. Correcting all five misconceptions adds the full 5-10% back to your win rate. Veterans who correct all five misconceptions typically climb from Silver to Gold within a single ranked season.

The 25% Threshold Rule: When To Spend Versus Hold

The 25% threshold is the most important Skill Gauge management rule in the game. Whenever your Skill Gauge is at or above 25%, you should have a plan to spend that gauge within the next 5-10 seconds. Sitting on a 25% gauge is wasteful because the gauge could have been spent on a Skill activation that would have dealt damage or built pressure. Sitting on a 50% gauge is even more wasteful — you could have activated a Super Skill that deals 18% HP damage.

The threshold rule breaks down into four spending tiers. At 25-49% gauge, you should spend on Skills (10% cost each) for spacing and anti-air pressure. At 50-74% gauge, you should spend on Super Skills (33% cost each) for damage confirms. At 75-99% gauge, you should save for a single Ultimate cast in round 3 (100% cost). At 100%+ gauge, the gauge starts to overflow and you lose any excess above 100%, so spending below 100% is mandatory before reaching overflow.

Gauge RangeOptimal SpendStrategic Reason
0-24%Hold for buildBelow Skill activation threshold
25-49%Skills (10% each)Cheapest activation available
50-74%Super Skills (33% each)Best damage-per-gauge ratio
75-99%Save for UltimateBuild to 100% for round closer
100%+Spend before overflowAvoid wasting gauge

The skill activation rule is to use Skills as soon as you reach 25% gauge, never wait. The 10% cost is so cheap that even a failed Skill attempt only wastes 10% of your gauge. The 25% rule means you can fire a Skill approximately every 12 seconds if you are blocking or hitting at average rates, which is roughly the rate of any character's normal attack pace. Veterans who follow the 25% rule rarely run out of gauge before the round ends.

Round 3 Burst: Maximum Damage In One Combo

Round 3 burst combos are the highest-damage strings in Tōkon, and they require all three gauges at full capacity. The burst is achieved by chaining Ultimate Skill → Super Skill → another Ultimate Skill → Assemble Rush → Follow-up Attack in a single string. The full burst deals between 65% and 80% HP depending on the character and the Assist selection, and it is the standard round-3 closer in tournament play.

The burst template is: Break opener → L → M → H → Skill → × → × → Heavy chain → Skill → × × × → Ultimate → Super Skill → × → ×. The string has roughly 28-32 hits and requires every Link Attack mechanic. The Burst combo breaker (single-use 50% gauge) is reserved for interrupting opponent escape attempts in the middle of the string. The full burst uses 100% Skill Gauge + 100% Assemble Gauge + 50% Burst gauge = 250% total resource in one combo.

Burst PhaseGauge SpentDamageHit Count
Break opener0%9%2
L → M → H → Skill10%12%6
Assemble Rush30%6%1
Follow-up Attack60%8%2
Burst breaker50%4%1
Heavy chain after Burst5%10%5
Skill second time10%8%1
× × × triple30%4%1
Ultimate Skill100%35%8
Super Skill after refund8%18%5
× → × final60%8%2

The burst is interruptible if you do not use the Burst combo breaker at the right moment. The window where the opponent can escape is between the Follow-up Attack and the Heavy chain — roughly 8 frames. The Burst breaker must be activated during this window to prevent the opponent from escaping. Missing the Burst breaker means losing the burst combo and your Anchor Ultimate.

Anchor Gauge Hoarding: Saving For The Last Slot

Anchor gauge hoarding is the practice of building the Anchor's Skill Gauge without spending it during rounds 1 and 2. The strategy is to tag into the Anchor briefly (5% gauge per tag) and tag back out before any gauge is spent, then return to the Anchor in round 3 with a full or near-full gauge. The technique is the foundation of every Anchor Ultimate finish.

The hoarding math is: 5 successful tags × 5% gauge = 25% Anchor gauge. Plus 2 Heavy chains landed by teammates × 8% = 16%. Plus 4 Skill hits by teammates × 3% = 12%. Total: 53% Anchor gauge by the start of round 3. Add 30% from round 3 opening trades and the Anchor can reach 83% before their first combo. With a single Heavy chain landed in round 3, the Anchor reaches 100% for an Ultimate cast.

Hoarding SourceGauge Per ActionRound 3 Budget
Tag into Anchor+5%~25% from 5 tags
Teammate Heavy chain+8%~16% from 2 chains
Teammate Skill hit+3%~12% from 4 skills
Round 3 opening trades+5-10%~10-20%
First Anchor Heavy chain+8%~8%
Total available~70-80%

The Anchor timing rule is to swap into the Anchor at the start of round 3 only, never in rounds 1 or 2. The exception is emergency situations where your Point Character is below 30% HP and you need a fresh character to finish the round. In that case, swap to the Anchor immediately and spend whatever gauge is available — even a partial Ultimate is better than losing the round.

Tag Bonus Loops: Cycling Gauge Across Four Characters

The tag bonus loop is a technique that exploits the +5% Skill Gauge bonus on every successful tag to build Anchor gauge faster than normal play. The loop involves tagging into the Anchor, performing one Skill activation, and tagging back out — all within roughly 3 seconds. The loop generates 5% Anchor gauge per cycle and can be repeated 4-5 times in a single round if the match pace allows.

The loop execution is: (1) tag into Anchor with × + direction, (2) immediately perform one Skill activation that deals damage, (3) tag back out to your Point Character with × + direction, (4) wait 3 seconds, (5) repeat. The loop is most effective in mid-screen where the Anchor's Skill can land without requiring setup. The loop is least effective when the opponent is at full screen because the Anchor's Skill will whiff.

  • Tag bonus loop cycle 1: 5% Anchor gauge
  • Tag bonus loop cycle 2: 5% Anchor gauge (cumulative 10%)
  • Tag bonus loop cycle 3: 5% Anchor gauge (cumulative 15%)
  • Tag bonus loop cycle 4: 5% Anchor gauge (cumulative 20%)
  • Tag bonus loop cycle 5: 5% Anchor gauge (cumulative 25%)

The loop counter-rule is that every loop cycle costs roughly 30% Assemble Gauge for the tag and 10% Skill Gauge for the Skill activation. The total resource cost is 40% of your gauges per loop, which means you can sustain roughly 3 loops per round before running out of resources. After 3 loops, you have to commit to either more Anchor tags (wasting resources) or stay on your Point Character and build naturally.

Counter-Gauge Reads: Predicting Opponent Spending

Reading your opponent's Skill Gauge is a meta-skill that separates Diamond rank from Marvel rank. The opponent's gauge is visible on the bottom of the screen as a percentage, and the number tells you whether your opponent can afford a Super Skill or an Ultimate in the next 5 seconds. The optimal counter is to pressure your opponent when their gauge is below 33% because they cannot activate a Super Skill without first building back up.

The gauge read priority list is: (1) if opponent is above 100% gauge, they can Ultimate at any moment — play defensively, (2) if opponent is between 75-99% gauge, they are 1-2 Heavy chains away from Ultimate — apply pressure to force them to spend earlier, (3) if opponent is between 33-74% gauge, they can Super Skill at any moment — bait the Super by committing to a Heavy chain, (4) if opponent is between 10-32% gauge, they can only Skill — pressure aggressively, (5) if opponent is below 10% gauge, they cannot use any skill — go all-in offense.

Opponent GaugeAvailable ActionOptimal Counter
Above 100%UltimatePlay defensively, bait the Ultimate
75-99%Ultimate in 1-2 chainsPressure to force early spend
33-74%Super SkillBait Super by committing Heavy
10-32%Skill onlyAggressive pressure
Below 10%NothingMaximum offense

The Ultimate bait pattern is to perform a Heavy chain → Skill activation as if you are committing to a combo, then quickly back away when the opponent activates their Ultimate. The opponent's Ultimate will whiff because you are out of range, and the opponent will lose 100% gauge for nothing. The bait requires precise timing but is the standard response when an opponent is sitting on 100%+ gauge. Veterans who master the bait win 30% more matches in Diamond rank because Ultimate whiffs are the most common match-deciding mistake at the top of the ladder.

Frequently Asked Questions

What is the Skill Gauge in MARVEL Tōkon: Fighting Souls?

The Skill Gauge in MARVEL Tōkon is a per-character energy resource that fills as you land attacks and take damage, enabling Skill activations after Light chain finishers and Super Skill activations after Medium chain finishers. Each of the 4 characters in your team has an independent Skill Gauge that resets between rounds but persists across character switches. The Skill Gauge economy is crucial for tournament play because Ultimate Skill access depends on heavy chain execution and gauge accumulation across rounds.

How do I refill the Skill Gauge mid-match?

You refill the Skill Gauge mid-match by landing attacks, taking damage, and successfully executing Break confirms against opponent guards in MARVEL Tōkon. The Unbreakable X-Men team synergy bonus grants roughly 10% extra Skill Gauge fill rate for every X-Men member, making them the fastest team at Ultimate Skill access. The optimal strategy is maintaining offensive pressure through Heavy chain confirms to fill gauge efficiently while minimizing damage taken to preserve resources.

Should I save my Ultimate for round 3?

Yes, you should save your Ultimate Skill for round 3 in MARVEL Tōkon because the round-3 full resource burst enables the highest-damage combos at 65%+ opponent HP. Tournament players who waste Ultimate on round 1 or 2 pressure often lose round 3 when opponents have full Ultimate and they have zero. The exception is using Ultimate mid-match for comeback scenarios where round 3 victory is uncertain and round 2 Ultimate could secure an early match win.

What happens if I waste my Ultimate?

Wasting your Ultimate Skill in MARVEL Tōkon costs the largest single portion of Skill Gauge resources and leaves you vulnerable during the 20-40 frame recovery period. Opponents punish whiffed Ultimates with full combo routes that can deal 30%+ HP damage. The optimal recovery strategy is using Ultimate only after Heavy chain confirms or hard knockdowns, never on whiff or as raw reads, to avoid the resource waste and recovery vulnerability that skilled opponents exploit.

Is the Skill Gauge shared between characters?

No, the Skill Gauge is NOT shared between characters in MARVEL Tōkon because each of the 4 characters has an independent gauge that fills through their own attacks and damage taken. When you Switch to another character, you lose the previous character's gauge progress but gain access to the new character's gauge. The optimal strategy is rotating characters strategically to maximize total gauge buildup across your team while preserving Anchor resources for final round Ultimate access.