Danger
B TierSetplay · Intermediate · notes verified Aug 9, 2026
Setup-focused style with room to grow as the community finds her routes.
Strengths
- + Interesting setup tools
- + Unexpected angles
Weaknesses
- − Early-meta payoff is inconsistent
- − Tech still being discovered
Best Team Partners
Community suggestions for team synergy. Doctor Doom and Magik pair well with Danger in the recorded launch notes.
Start a team with Danger →Where They Fit on Your Team
Danger is a setplay character whose value comes from setups the community hasn't mapped yet. She pairs with characters who can hold the opponent still, like Doom's projectiles, so her angles land. Expect a team built around her to feel experimental.
Pick or Skip
Pick Danger if you enjoy discovering tech and don't mind losing while setups develop. Skip her if you want a reliable, known game plan.
How to Play
Danger is a lab character. Her setups can be strong, but you need to find the routes yourself because the community has not. If you enjoy discovering tech, this is the pick — just expect to lose some matches while your setups are still rough.
The move list below is source-checked and dated. Verify anything tournament-critical in training mode.
Danger Move List
Character-specific commands checked Sep 5, 2026 against TŌKONDB's transcription of the in-game command list and cross-checked against Tokon Fighting Souls Guide. Numpad notation: 236 = quarter-circle forward, 214 = quarter-circle back, 623 = forward/down/down-forward, and 632146 = half-circle back then forward. Verify tournament-critical timing and properties in training mode; frame data is not claimed here.
Source pages: TŌKONDB command list · Tokon Fighting Souls Guide
| Move | Type | Input | Quick Skill | Gauge | Notes |
|---|---|---|---|---|---|
| Holobeam | Skill | 236 + L / M / H | QS | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Holoseeker | Skill | 236 + L / M / H (hold) | QS (hold) | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Drill Piercer | Skill | 623 + L / M / H | 6 + QS | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Kill Switch | Skill | 214 + L / M / H | 4 + QS | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Translocation | Skill | 22 + L / M / H | 2 + QS | — | The EX / Quick Skill version uses 25 gauge; the traditional motion is listed here separately. |
| Synchrobeam | Super | 236 + M + H | U + QS | 50 | — |
| Metamorphosis | Ultimate | 632146 + M + H | 6 + U + QS | 100 | — |
| Calibrate | Unique | U / 2 + U / 6 + U | — | — | — |
L = Light (Square), M = Medium (Triangle), H = Heavy (Circle), U = Unique (R1), QS = Quick Skill (R2). In numpad notation, 236 is quarter-circle forward, 214 is quarter-circle back, 623 is a dragon-punch motion and 632146 is half-circle back then forward. ↓↘→ is quarter-circle forward, ↓↙← is quarter-circle back, ↓↓ is double down. Air OK means the move works mid-air. The controls page covers the full button and gauge breakdown.
The whole roster, ranked and explained. Pick your main tonight.
Free · No signup