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Use this no-assist Magneto route: Medium > Heavy > Back + Quick Skill + Heavy; Medium > Heavy, jump and Heavy; Quick Skill + Heavy > Medium > Heavy in the air; Back + Quick Skill + Heavy while holding Heavy through the wall bounce; Heavy + Quick Skill + Medium; then Forward + Unique + Quick Skill for Magnetic Retribution. Chase up-forward in midscreen and jump straight up in the corner. The sequence comes from the NerdsChalk Magneto guide; it is a published route rather than an officially validated combo trial.
What this Magneto route does
This is a self-contained combo designed to run without an assist call. It starts on the ground, carries the opponent into an air juggle, uses a second Back + Quick Skill + Heavy to trigger a wall bounce, and finishes with Magnetic Retribution. The route is useful if you want to learn Magneto’s solo confirms before adding a partner or experimenting with team extensions.
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PlayStation describes Magneto as “a technical character who uses magnetism to turn the battlefield itself into his weapon.” That description matters to execution: the route asks you to recognize screen position, control a chase, continue an air string, and preserve the held Heavy input during the wall-bounce section. Magneto’s technical designation is from the official characters and combat guide.
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The combo guide uses action names instead of platform-specific face-button labels. Read L, M, and H as Light, Medium, and Heavy. If your controller layout uses different buttons, open the game’s command list and map the labels to your own controls.
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- Ground starter: Medium, then Heavy, then Back + Quick Skill + Heavy.
- Chase: press Medium, then Heavy; jump and press Heavy to continue the juggle.
- Air extension: while airborne, perform Quick Skill + Heavy, then Medium, then Heavy.
- Wall bounce: perform Back + Quick Skill + Heavy again. Keep holding Heavy until the move and wall-bounce animation have finished.
- Grounded link: use Heavy + Quick Skill + Medium.
- Ender: finish with Forward + Unique + Quick Skill for Magnetic Retribution.
The published demonstration performs the sequence against Wolverine without an assist. The guide also states that the final Magnetic Retribution cancel requires 100 Skill Gauge. Treat that meter requirement as the guide’s report, not as an independently confirmed official specification.
Quick reference table
| Stage | Input | Execution point |
|---|---|---|
| Ground starter | Medium > Heavy > Back + Quick Skill + Heavy | Complete the opening ground chain before launching the chase. |
| Initial chase | Medium > Heavy, jump, Heavy | Jump up-forward in midscreen; jump straight up in the corner. |
| Air extension | Quick Skill + Heavy > Medium > Heavy | Perform after the chase Heavy while the opponent is airborne. |
| Wall bounce | Back + Quick Skill + Heavy | Hold Heavy through the move and the wall-bounce animation. |
| Grounded link | Heavy + Quick Skill + Medium | Begin after the held wall-bounce section has completed. |
| Ender | Forward + Unique + Quick Skill | Triggers Magnetic Retribution when the required resource is available. |
How to perform each section
1. Confirm the ground starter
Begin with Medium and immediately chain Heavy. The important distinction is that the first Heavy is part of the starter, while the later Heavy presses occur after the jump and during the air sequence. Keeping those roles separate makes the route easier to troubleshoot.
From the opening Heavy, input Back + Quick Skill + Heavy. The Back direction is part of the command, so do not replace it with a neutral Quick Skill. If the move does not appear, check that the directional input was registered before the skill and Heavy inputs.
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2. Choose the correct chase direction
After the first launcher sequence, press Medium and Heavy, then jump to continue the juggle. The route’s chase changes with position:
- Midscreen: use an up-forward jump so Magneto travels toward the opponent.
- Corner: jump straight up. The wall limits horizontal space, so an up-forward jump can carry Magneto past the correct alignment.
This is a positional adjustment, not a different combo. The attack order remains Medium, Heavy, jump, Heavy.
3. Add the air extension
Once airborne, perform Quick Skill + Heavy, then Medium, then Heavy. Treat Quick Skill + Heavy as one coordinated action rather than two unrelated hits. Follow it with the Medium and Heavy air attacks in order.
If the opponent falls out before the final Heavy, first check the chase jump. A late jump changes Magneto’s height relative to the target; a corner jump performed up-forward can also move him away from the intended alignment. Correct the jump direction before changing the air inputs.
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4. Hold Heavy during the wall bounce
After the air Heavy, input Back + Quick Skill + Heavy again. This is the route’s most explicit hold instruction: keep Heavy held until both the move and the wall-bounce animation finish. Releasing early can prevent the grounded follow-up from appearing, because the next section depends on completing this held wall-bounce portion.
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Use the animation as your timing reference rather than trying to release after an imagined number of frames. The game’s Training Mode can display command inputs and frame data, allowing you to see whether the Heavy stayed active for the full sequence.
5. Link the grounded follow-up
When the wall-bounce sequence is complete, perform Heavy + Quick Skill + Medium. The secondary guide specifically ties this grounded follow-up to successful completion of the held wall-bounce section. If the link fails, repeat the wall-bounce drill and concentrate on holding Heavy through the entire animation before attempting the follow-up.
6. End with Magnetic Retribution
Finish with Forward + Unique + Quick Skill. The guide identifies this as Magnetic Retribution and reports a 100 Skill Gauge requirement for the cancel. Confirm the resource indicator in your own game before diagnosing an input mistake; a missing cancel may be a resource issue rather than a directional error.
Quick Skills and Command Inputs
Marvel Tokon: Fighting Souls gives you two ways to enter Skills. Quick Skills use a single button and are presented as the more accessible option. Command Inputs use motion inputs, require more directional precision, and provide slightly higher damage and Skill Gauge generation according to PlayStation’s official combat guidance.
| Input style | How it works | When it helps | What is established for this route |
|---|---|---|---|
| Quick Skill | One button | Useful while learning timing and the route’s order. | The published sequence names Quick Skills, but does not prove that this exact route requires them. |
| Command Input | Directional motion plus an attack or Skill input | Offers slightly higher damage and Skill Gauge generation in official guidance. | Use the in-game command list to determine the corresponding Magneto motion. |
The route source labels actions generically, so do not assume that a button shown in a video matches your controller. Set your preferred input style in the game’s own controls and verify each command in Training Mode. You can learn the sequence with Quick Skills first, then test Command Inputs when you are comfortable with the timing and want their stated resource and damage advantages.
Training Mode setup
The official FAQ and combat materials describe Training Mode as a place to practice, inspect command inputs, view frame data and damage, configure bots and scenarios, and record or replay a bot. Those tools let you isolate every transition without treating the reported route damage as guaranteed.
- Open Training Mode and choose Magneto.
- Set the opponent to a consistent target. The published route uses Wolverine, but you can use another target while learning the input order.
- Place the dummy midscreen and practice the starter through the first chase.
- Move the dummy to the corner and repeat the same section with a straight-up jump.
- Record or replay the dummy if you need a repeatable hit reaction.
- Turn on command-input display and damage readouts so you can distinguish an incorrect command from a timing miss.
- Practice the wall-bounce hold separately before adding the grounded link and Magnetic Retribution.
The official FAQ is available at Marvel Tokon’s FAQ. It documents the training features; it does not certify this particular Magneto route.
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Part A: Ground starter and chase
Start by repeating Medium > Heavy > Back + Quick Skill + Heavy until the command display shows the complete sequence. Add Medium > Heavy, then the jump Heavy. Do not move on until you can perform the chase in both positions: up-forward midscreen and straight up in the corner.
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Part B: Air extension
Once the chase is consistent, add Quick Skill + Heavy > Medium > Heavy in the air. Concentrate on entering the first air action promptly after the chase Heavy, then preserving the order of the two normal attacks. If you miss, reset and rehearse only the chase-to-air transition rather than repeating the entire combo.
Part C: Wall bounce and ender
Finally, drill Back + Quick Skill + Heavy with Heavy held through the complete wall-bounce animation. Add Heavy + Quick Skill + Medium only after the bounce is visibly complete, then add Forward + Unique + Quick Skill. Check your Skill Gauge before testing the ender so you know whether a failed Magnetic Retribution attempt is caused by meter or execution.
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The first Back + Quick Skill + Heavy does not come out
- Verify that Back is registered before the Skill and Heavy inputs.
- Check the command display for an unintended neutral or opposite direction.
- Practice the command from a stationary position before adding the preceding Medium and Heavy.
Magneto misses the opponent after the jump
- Use up-forward midscreen.
- Use straight up in the corner.
- Make sure the jump follows the second Medium > Heavy segment, not the opening ground Heavy.
The air string drops
- Confirm the order Quick Skill + Heavy, then Medium, then Heavy.
- Check whether the chase Heavy connected before entering the air extension.
- Use the command display to identify a missing Skill or an extra input.
The grounded follow-up will not connect
- Hold Heavy through the Back + Quick Skill + Heavy wall-bounce move and its animation.
- Do not input Heavy + Quick Skill + Medium until the bounce section has finished.
- Rehearse the wall bounce and grounded link as one isolated drill.
Magnetic Retribution will not cancel
- Check the Skill Gauge first. The route guide reports a 100-gauge requirement.
- Confirm the final command is Forward + Unique + Quick Skill.
- Remember that the 100-gauge figure comes from the secondary guide, not an official published specification.
How this differs from the beginner examples
PlayStation’s beginner guide teaches the universal Link Attack system with examples such as L → L → L → L, M → M → M, and H → H → H. It also shows a more advanced team sequence, L → M → H → Skill → Assemble Rush → Follow-up Attack. Those examples explain the game’s general chaining concepts; they are not the Magneto solo route above.
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The solo route is more demanding because it combines direction-sensitive Skills, a position-dependent chase, an air extension, a held wall-bounce input, and a resource-dependent ender. Learning the simpler Link Attack examples first can help you understand the basic timing, but substitute them only as warm-up drills, not as replacements for the published Magneto sequence.
Damage and evidence limits
NerdsChalk reports 65,579 damage for this route in its 2026 guide. That number has not been independently verified by the official materials available for the game, so treat it as the guide’s reported result rather than a guaranteed value for every version, target, position, or input style. The official PlayStation guides support Magneto’s technical role, the L/M/H notation, the Quick Skill and Command Input distinction, and general combat systems; they do not confirm this exact route, its damage total, or the reported meter threshold.
For a reliable result in your own setup, use Training Mode’s damage display and record the opponent, screen position, input style, and resource state alongside your result. That gives you a reproducible comparison without turning one secondary source’s figure into a universal promise.
Do you need a fight stick?
No. The route can be performed with the controller layout you already use. PlayStation lists fight sticks and controllers as fighting-game setup options, but the accessory is not a requirement for this combo. Choose hardware based on comfort and compatibility rather than assuming it changes the route’s inputs.
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For Magneto’s character description, Skill input guidance, and general combat systems, see the PlayStation characters and combat guide. For Link Attack examples and beginner notation, see the PlayStation beginner guide. The route itself, its Wolverine demonstration, the reported 65,579 damage, and the reported 100 Skill Gauge threshold are from the NerdsChalk route guide. Training features are described in the official FAQ.
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