Input reference · First session
Controls & terms
A source-backed quick reference for players new to tag fighters. The inputs below come from the official beginner guide, which covered the July 2026 open beta — confirm your live launch control layout before practicing.
Open-beta scope: button mappings and system labels were documented for the July 24–26, 2026 open beta. This site has not independently re-verified every mapping against the August 6 launch build.
First attack sequences
- L → L → L → L: the official guide says this Link Attack chains into a Skill and can trigger a Break.
- M → M → M: leads into a Super Skill.
- H → H → H: leads into an Ultimate Skill.
- The guide also shows an advanced route: L → M → H → Skill → Assemble Rush → follow-up attack. Save it until the simple sequences are reliable.
Defense
- Hold ← for standing Guard.
- Hold ↙ for crouching Guard.
- □ + × while not guarding performs Assemble Counter, a defensive backstep that counters an incoming attack.
- □ + × while guarding performs Crossover, calling a teammate to interrupt pressure.
Assists and switching
- × calls an Assemble Assist.
- Neutral or → selects teammate 2, ↓ selects teammate 3, and ← selects teammate 4.
- A direction plus L2 switches to that teammate. After an assist, pressing L2 during the “Switch?” prompt also completes an assist-to-switch.
Skill input styles
The game supports Command Inputs and Quick Skill. The official guide recommends Quick Skills for newcomers; Command Inputs provide slightly higher damage and more Skill Gauge.
Terms you will see everywhere
- Neutral
- The phase where neither player has a clear turn. Focus on safe pokes and movement.
- Pressure / turn
- When you are forcing the opponent to block or guess. Stop pressing when the turn ends.
- Punish
- A response after the opponent uses something unsafe. Start with a simple, reliable punish — not max damage.
- Assist / tag call
- Calling a teammate for support. The official guide recommends learning assists before direct switching.
- Confirm
- Recognizing a hit and continuing into a planned follow-up. One confirm is enough for week one.
- Mix / mix-up
- Making the opponent guess between defense options. Avoid complex mix until basic defense is stable.
- Okizeme (oki)
- Offense after a knockdown. Optional depth — skip until you can take a clean turn.
- Frame data
- Startup, active, and recovery timing numbers. This site does not publish unverified frame data yet.
Verify in the live build
- Your current control scheme and any rebind conflicts.
- Training-mode dummy settings for block and wakeup.
- That the prompts and teammate order match the current build and your selected control style.
What this page deliberately omits
- Platform-specific default button tables copied from memory.
- Hidden super inputs and unconfirmed system tech.
- Controller brand endorsements.
Evidence ledger
Sources
Game-specific sequences and controls above come from the official beginner guide. General glossary explanations are editorial.
Published July 20, 2026 by the game's director and lead battle designer. Explicitly framed for the July 24–26, 2026 open beta. Source for ease-of-use guidance, Wolverine/Iron Man pairing, Startup Battle, Link Attacks, defense, assists, and switching. Re-check inputs and Ease of Use stars in the live launch build.
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