Arc System Works still makes 3D look hand-drawn
Tōkon extends the studio's familiar technical trick: fully 3D characters are animated, posed and framed so aggressively that they often read like illustrated 2D animation in motion. Marvel's familiar silhouettes make the effect particularly easy to appreciate, because perspective can bend or an impact frame can exaggerate anatomy without losing the identity of the character.
Stages add another layer of complexity. Certain sequences push the fight into a new area while also contributing to team progression, combining camera changes and large effects with a genre that still depends on exact timing.
The PS5 version is generally described as technically strong. Sony also lists PS5 Pro Enhanced support using PSSR and upscaled 4K output, alongside DualSense haptics and Tempest 3D Audio. Considering how many characters, effects and transitions can occupy a single exchange, the console presentation is an impressive showcase.
PC was the weak launch platform
Windows had a substantially rougher start. Early review coverage reported frame drops, microstutter and related performance problems severe enough to affect online play. PC Gamer was among the outlets that treated those issues as a major launch concern.
Arc System Works responded with repeated patches. Official support notes describe lower CPU load from animation and UI work, fixes for excessive Steam process calls, audio-device polling issues, crashes and shader behaviour. A later PC Gamer check found that a major update had resolved most of the publication's original performance trouble.
The qualification matters. On September 14, director Kazuto Sekine still explicitly referred to PC stability as a launch problem and said improvements were continuing. Recent Steam reports also vary by configuration, with some players describing a much cleaner game after updates and others still reporting performance or rollback-related frustration.
Frame delivery is part of game logic here
A fighting game cannot separate technical performance from competitive behaviour as easily as a slower single-player title. A momentary hitch can affect recognition and response, while inconsistent input handling directly changes whether a planned action appears at all.
The development team is separately adjusting input windows for cases involving attacks after aerial dash or Free Flight movement. That does not make every technical issue one problem, but it illustrates why average frame rate alone is an incomplete measurement for Tōkon.
Strong networking cannot solve every client-side problem
Cross-play connects PS5 and PC, while online lobbies support up to 64 players. Review coverage is broadly positive about rollback behaviour and competitive tools, including replay features that help players study situations and responses.
Those strengths make the PC launch state more frustrating rather than less. On PlayStation hardware, Tōkon is a compelling technical showcase for Arc System Works' stylised 3D pipeline. PC has improved substantially through patches, but as of September the studio's own communication still described stability work as ongoing. The engineering trajectory is positive; the launch scar has not entirely disappeared.