Marvel Tokon: Fighting Souls
OmniControl setups for Marvel Tokon: Fighting Souls. Free to browse and import.
3 configs

Marvel Tokon: Fighting Souls - Keyboard to Controller
Action
A 2.5D arena fighter like Sparking Zero - no true aiming, so this keeps a low, purely-cosmetic camera sensitivity and puts light/heavy attack, special-move input, and block/guard on dedicated keys the way real fighting-game keyboard layouts do (not a shooter's mouse-look scheme).
Keyboard · Sticks & triggers · Haptics & lightbar
by OmniControl · 0 imports

Marvel Tokon: Fighting Souls (PS5 Remote Play)
Fighting
Tokon's default pad layout on a fighting game key block: J K and L are Light, Medium and Heavy, I is the Unique attack, O is Quick Skill, Space calls Assemble, U is Quick Assemble for switches and Shift dashes. Light, Medium and Heavy sit side by side so the two button chords stay reachable, and directions run on the d-pad from WASD or the arrows with opposing directions resolving to neutral, so a held left plus a tapped right cannot produce a phantom input. Built for training and casual matches rather than ranked, because a stream adds delay that a fighter shows.
Keyboard & Mouse · Output · Haptics & lightbar
by OmniControl · 0 imports

Marvel Tokon: Fighting Souls - Raw Digital Input
Fighting
Leaves stick response linear because fighting inputs are discrete, cuts the left stick deadzone so motion inputs register as soon as you leave neutral, and shortens both trigger pulls for Quick Assemble and tag switches.
Sticks & triggers · Haptics & lightbar
by OmniControl · 0 imports
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