Carnage Overview

Carnage is one of the more aggressive characters revealed so far for Marvel Tōkon: Fighting Souls. A lot of fighters win by controlling space, setting traps, or waiting for the other player to slip up. Carnage does the opposite. He's built to stay in your face, break through blocks, and keep every exchange tilted in his favor through nonstop pressure and brutal combo extensions.

His whole kit runs through one mechanic: Necrosis. Infect an opponent with the symbiote and he unlocks stronger Heavy attacks, automatic tendril follow-ups, easier combo routes, and access to Parasite Bomb, a follow-up strong enough to flip the momentum of an entire match.

He's more versatile than he looks at first glance, too. Long-range stabs let him threaten from farther out than most rushdown characters, an armored overhead keeps defenders guessing, and several advancing attacks make it hard for anyone to comfortably reset neutral once he starts his assault.

None of that comes free, though. Knowing when to apply Necrosis, when to extend it, and when to cash it out for immediate damage is what separates players who actually understand Carnage from players who are just mashing buttons.

If oppressive offense, explosive combo routes, and staying on top of your opponent from the opening bell to the knockout sound appealing, Carnage is one of the more rewarding characters in Marvel Tōkon: Fighting Souls right now.


In This Guide


Carnage at a Glance

  • Archetype: Rushdown / Pressure
  • Difficulty: Intermediate
  • Unique Mechanic: Necrosis
  • Strengths: Strong pressure, powerful combo extensions, dangerous overheads, high damage, oppressive offense.
  • Weaknesses: Relies on maintaining momentum, several moves only reach their full potential after Necrosis is applied, needs smart meter management.
  • Best For: Players who enjoy relentless offense, long combo routes, and constantly forcing opponents into defensive situations.

Carnage Move List

Here's every move covered in this guide.

Move Type Cost
Parasite FangUnique SkillFree
Vicious SkewerSpecial Skill25 Skill Gauge (Heavy)
Sadistic ScytheSpecial Skill25 Skill Gauge (Heavy)
MutilateSpecial Skill25 Skill Gauge (Heavy)
DismemberSpecial Skill25 Skill Gauge (Heavy)
Guillotine AxeSpecial Skill25 Skill Gauge (Heavy)
Parasite BombSpecial Follow-up100 Skill Gauge
BloodbathSuper Skill50 Skill Gauge
Absolute CarnageUltimate SkillUltimate Gauge
Tōkon AssembleTeam Ultimate150 Skill Gauge

Playstyle

Carnage is at his strongest when he's constantly forcing the opponent to react instead of letting them build their own offense. His long-reaching attacks let him threaten neutral from farther away than most rushdown characters, while advancing specials close the remaining distance the moment an opening appears.

The whole gameplan is built around Necrosis. Rather than functioning like a traditional status effect, Necrosis transforms Carnage's entire offense, it changes how Carnage's entire offense functions. Once an opponent is infected, he gains automatic tendril follow-ups, stronger Heavy attacks, longer combo routes, and access to Parasite Bomb, all of which push his damage and pressure well past baseline.

Because of that, it helps to think of every round in two phases. First, infect the opposing leader with Necrosis as fast as possible. Once that's done, the job shifts to holding onto the infection through constant offense while deciding whether to preserve it for extended pressure or cash it in with Parasite Bomb for immediate damage.

His overheads, advancing attacks, and aerial options all feed into this plan, making it genuinely difficult for opponents to guess where the next hit is coming from. Play him well and there's rarely enough breathing room for the other player to take back control of the match.


Necrosis Explained

Necrosis is the mechanic behind almost everything Carnage does. Nearly every special move gets stronger once the opponent is infected, which makes it the first thing worth understanding before learning the rest of the character.

How to Apply Necrosis

Carnage applies Necrosis mainly through Parasite Fang. Both the grounded and aerial versions infect the opposing team's leader on hit, and landing it again extends how long the infection lasts.

In practice, this means Carnage gets rewarded for opening opponents up early instead of rushing to spend resources on damage right away.

The Necrosis Gauge

Once Necrosis lands, a dedicated gauge appears beneath the infected opponent.

That gauge drains over time and eventually clears the infection completely. The upside is that every successful attack extends it, so aggressive players can keep Necrosis active well past its base duration.

If Carnage loses momentum and lets the gauge empty out, every one of Necrosis' bonuses disappears until it gets applied again.

What Necrosis Does

While Necrosis is active, Carnage's offense gets noticeably more dangerous.

  • Heavy attacks deal increased damage.
  • Heavy attacks chip damage even when blocked.
  • Every Special Skill picks up an extra tendril follow-up automatically.
  • Parasite Bomb becomes available after successfully landing a Special Skill against an opponent afflicted with Necrosis.
  • Command Normal follow-up windows get longer, making combo extensions easier to land.

Any one of these would already be useful on its own. Stacked together, they turn Carnage from a solid rushdown character into one that can hold relentless offensive momentum for as long as Necrosis stays active.

Should You Always Use Parasite Bomb?

Not always.

Parasite Bomb hits hard and works as one of Carnage's best combo finishers, but using it immediately ends the current Necrosis infection.

That trade-off is one of the more interesting decisions in his kit. Spending Necrosis early gets you damage now, while holding onto it keeps the stronger Heavy attacks, automatic tendrils, and longer combos coming.

Knowing when to cash out and when to hold is basically the gap between a beginner Carnage and someone who's put in the reps.


Parasite Fang

Parasite Fang is the move that makes Carnage's whole kit work. He turns one arm into a massive symbiote spear and thrusts it at the opponent, applying Necrosis to the opposing leader on contact.

The grounded version has excellent horizontal reach, letting Carnage threaten from farther out than most rushdown characters. It travels fairly high, though, so it tends to miss crouching opponents, which makes spacing and timing matter more than it might first seem.

The aerial version works the same way, driving the spear downward while airborne. Like the grounded version, landing it extends Necrosis, which rewards initiating offense from more than one angle.

If the grounded hit connects, pressing the Unique button again triggers a standing follow-up. Carnage launches himself toward the opponent, covering real distance and letting him keep pressure going or extend an existing combo.

Parasite Fang Quick Facts

  • Primary method of applying Necrosis.
  • Ground and aerial versions available.
  • Landing the attack extends Necrosis duration.
  • Ground version generally misses crouching opponents.
  • Successful grounded hits unlock a standing follow-up attack.

Vicious Skewer

Skill Gauge Cost: 25 (Heavy Version)

Vicious Skewer is Carnage's main long-range Special Skill, extending a massive symbiote blade across the screen to punish opponents trying to play just outside normal attack range. Thanks to its reach, it works equally well as a whiff punish, a combo extender, or a straightforward pressure tool.

The tip of the blade deals extra damage, so precise spacing pays off. Players who consistently land the outer edge get more value from the move during neutral.

The Heavy version adds a second hit after the initial strike, at a cost of 25 Skill Gauge.

Against a Necrosis-afflicted opponent, Vicious Skewer picks up an automatic tendril follow-up. Once that finishes, Carnage can go straight into Parasite Bomb, making this one of his strongest combo starters and damage converters.

Vicious Skewer Quick Facts

  • Excellent horizontal reach.
  • Tip of the attack deals increased damage.
  • Heavy version performs an additional strike.
  • Automatically gains a tendril follow-up during Necrosis.
  • Can immediately transition into Parasite Bomb while Necrosis is active.

Sadistic Scythe

Skill Gauge Cost: 25 (Heavy Version)

Sadistic Scythe turns Carnage's arm into a bladed scythe and sweeps the area around him. Where Vicious Skewer controls horizontal space, Sadistic Scythe is built for close range, when opponents are already trying to pressure him.

It hits everything surrounding Carnage, which makes it especially useful against opponents staying close or contesting him after a blocked attack. That coverage also makes it one of his more reliable answers to a jump-in.

Its best property is partial invincibility against aerial attacks during startup, which lets it function as a dependable anti-air against opponents who lean too hard on jumping in.

The Heavy version adds another hit after the initial swing for 25 Skill Gauge.

Against a Necrosis-afflicted opponent, Sadistic Scythe automatically triggers an extra tendril hit on connect. Like the rest of Carnage's enhanced Specials, that also opens up Parasite Bomb, so players can extend the combo or cash out the infection right there.

Sadistic Scythe Quick Facts

  • Wide area attack around Carnage.
  • Excellent anti-air option.
  • Partially invincible against aerial attacks during startup.
  • Heavy version performs an additional attack.
  • Necrosis adds an automatic tendril follow-up.
  • Can transition directly into Parasite Bomb.

Mutilate

Skill Gauge Cost: 25 (Heavy Version)

Mutilate is one of Carnage's main advancing attacks. He lunges forward fast and slashes through the opponent, which makes it a solid way to close distance without losing offensive momentum.

The forward movement lets him punish hesitant opponents or keep pressure going after forcing space earlier in the exchange. Since it naturally carries him toward the target, it fits directly into how he's meant to play.

The Heavy version adds a second attack after the initial strike for 25 Skill Gauge.

Against a Necrosis-afflicted opponent, Mutilate automatically gains a tendril follow-up before Parasite Bomb opens up, giving Carnage another route into extended damage.

It also interacts with Carnage's Break mechanic. After a successful Light Link Attack, pressing Light one more time activates Break, which makes it easier to turn basic confirms into bigger combos without needing complicated inputs.

Mutilate Quick Facts

  • Fast advancing slash.
  • Excellent for closing distance.
  • Heavy version adds another attack.
  • Necrosis automatically triggers a tendril follow-up.
  • Can immediately chain into Parasite Bomb.
  • Break can also be activated by pressing Light after a Light Link Attack.

Dismember

Skill Gauge Cost: 25 (Heavy Version)

Dismember gives Carnage a strong aerial option by turning his leg into a symbiote blade and crashing it down onto the opponent. It works both as an offensive aerial tool and as a reliable combo extender once he's already launched someone into the air.

Its downward trajectory makes it useful against airborne opponents and against defenders trying to escape upward.

The Medium version has a genuinely useful property: even on block, Carnage moves before the opponent fully recovers, letting him keep applying pressure instead of handing back his turn.

The Heavy version adds another hit after landing, costing 25 Skill Gauge.

Like the rest of his kit, an opponent suffering from Necrosis automatically eats an extra tendril strike before Parasite Bomb opens up, which raises Dismember's combo potential quite a bit.

Dismember Quick Facts

  • Powerful aerial diving attack.
  • Useful against airborne opponents.
  • Medium version recovers before the opponent, even on block.
  • Heavy version performs an additional attack.
  • Necrosis automatically triggers a tendril follow-up.
  • Can immediately transition into Parasite Bomb.

Guillotine Axe

Skill Gauge Cost: 25 (Heavy Version)

Guillotine Axe is one of Carnage's most threatening pressure tools. His arm becomes a huge symbiote axe that crashes down on the opponent with real force. It hits as an overhead, forcing defenders to stand block, which makes it an effective way to catch opponents expecting a low.

Unlike most of his faster Specials, this one rewards patience. Holding the button charges the attack and increases the number of hits before the finisher lands. The Heavy version adds a follow-up on hit when fully charged or landed as a counter hit, letting Carnage punish defensive mistakes hard.

Partway through the animation, he gains armor and can absorb incoming hits while continuing his offense. That makes the move especially dangerous during pressure, since opponents trying to interrupt it often trade unfavorably.

Against an opponent already under Necrosis, Guillotine Axe automatically summons an extra tendril attack before opening up Parasite Bomb. Combined with the overhead property and armored startup, this makes it one of Carnage's best ways to start high-damage pressure once Necrosis is already in play.

Advanced Tip: Once Necrosis is active, opponents have to respect Guillotine Axe's overhead, its armored startup, and a possible immediate Parasite Bomb follow-up all at once. That combination is one of Carnage's strongest mix-up situations.

Guillotine Axe Quick Facts

  • Overhead attack.
  • Can be charged to increase the number of hits.
  • Heavy version gains an additional follow-up attack.
  • Partially armored during the attack.
  • Counter hits also trigger the Heavy follow-up.
  • Necrosis automatically adds a tendril attack.
  • Can immediately chain into Parasite Bomb.

Parasite Bomb

Skill Gauge Cost: 100

Parasite Bomb isn't really a traditional Special Skill so much as the payoff for landing Necrosis in the first place. It's not freely available. It unlocks after Carnage lands a Special Skill on an opponent who's already infected.

Once activated, tendrils erupt from underneath the opponent and burst upward. Connect at close range and it immediately follows up with another hit, adding a good chunk of extra damage.

Against the opposing team's leader, it also applies Necrosis again, making it one of Carnage's main tools for restarting his offensive cycle right after a hit lands.

The trade-off matters, though. Using it consumes whatever Necrosis infection is currently active, ending all of its bonuses on the spot. So it comes down to whether the immediate damage is worth more than keeping the pressure going.

Parasite Bomb Quick Facts

  • Available after Special Skills against Necrosis-afflicted opponents.
  • Tendrils travel along the ground before erupting.
  • Close-range hits trigger an additional follow-up attack.
  • Inflicts Necrosis on the opposing leader.
  • Consumes the current Necrosis effect after activation.
  • Excellent combo finisher and damage converter.

Super Skill: Bloodbath

Skill Gauge Cost: 50

Bloodbath is Carnage's Super Skill, a barrage of symbiote attacks that tears through anything caught inside its range. Where most of his Specials are about starting or extending pressure, Bloodbath is one of the main ways he converts that pressure into guaranteed damage.

It covers a surprisingly wide area, which makes it reliable off confirmed hits, extended combos, or as a punish against something unsafe. Compared to shorter-range Super Skills, it's forgiving enough that a small spacing error usually doesn't cause it to whiff.

Like most Super Skills, it can be activated directly or canceled into mid-combo, making it a solid finisher any time extra damage is needed without committing to an Ultimate.

Bloodbath Highlights

  • Large multi-hit Super Skill.
  • Reliable combo finisher.
  • Excellent punish tool.
  • Good range compared to many Super Skills.
  • Costs 50 Skill Gauge.

Ultimate Skill: Absolute Carnage

Absolute Carnage is Carnage's biggest hit. The cinematic Ultimate wraps the opponent in a mass of symbiote tendrils before finishing with a sequence that can delete a massive chunk of health.

It can be activated normally or by pressing Heavy again after an H Link Attack. During that Link Attack sequence, players can also hold a direction to perform an EX move before going straight into the Ultimate, opening up stronger combo routes and better damage.

Against an opponent already under Necrosis, Absolute Carnage gets even better. Since Necrosis already sets up bigger combos, it's often worth holding onto rather than spending on Parasite Bomb, so it can carry straight into an Ultimate instead.

Advanced Tip: If the current combo is likely to end the round, holding Necrosis until Absolute Carnage usually gets more value than spending it early on Parasite Bomb.

Absolute Carnage Highlights

  • Cinematic Ultimate Skill.
  • Can be activated directly or after an H Link Attack.
  • Supports EX move routing during Link Attack confirms.
  • Excellent round-ending damage.
  • Works exceptionally well after long Necrosis combos.

Tōkon Assemble

Tōkon Assemble is Carnage's cinematic team finisher, only available when losing the current round would also lose the match. It's less a standard combo tool and more of a comeback mechanic that can flip a game outright.

It opens with an invincible strike, which makes it hard to interrupt once it's activated. After that lands, Carnage's teammates join in for a finishing sequence that does serious damage.

It can be activated directly or by pressing Light one more time after an L Link Attack, so experienced players can fold it into confirmed combo routes.

Because it costs a steep 150 Skill Gauge, it's worth saving for guaranteed punishes or confirmed combo finishers rather than spending it on a gamble.

Tōkon Assemble Highlights

  • Available only when losing the round would end the match.
  • Begins with an invincible opening attack.
  • Can be activated after an L Link Attack.
  • Massive cinematic team attack.
  • Costs 150 Skill Gauge.

Assist Types

Carnage's assist lineup is just as offense-oriented as the rest of his kit. Every assist helps teammates extend pressure, convert stray hits into full combos, or keep momentum going after an opening. Several of them also benefit from Necrosis, so Carnage still adds value even while sitting on the sidelines.

Like every character, Carnage can immediately perform a Member Switch once his assist connects, letting a teammate step in safely while pressure keeps going.


Assemble Rush

Assemble Rush sends Carnage charging at the opponent with a fast rushing attack. It covers ground quickly, which makes it a good pick for characters that struggle to close distance safely or need help extending grounded combos.

Because it moves forward aggressively, it fits offensive teams that want to stay on top of the opponent rather than back off and reset neutral.

Once it connects, a Member Switch is available right away, so the point character can keep the combo or pressure sequence going without interruption.

Assemble Rush Highlights

  • Fast advancing attack.
  • Excellent combo extender.
  • Helps teammates safely approach.
  • Member Switch available immediately on hit.
  • Consumes 1 Assembly Gauge.

Assemble Assist Aerial

Assembly Assist Aerial turns Carnage's leg into a symbiote blade and drops it onto the battlefield. The descending attack gives solid aerial coverage, helping teammates handle airborne opponents and keep pressure going after an anti-air launch.

If the opponent is already under Necrosis, it automatically adds a tendril follow-up, increasing both damage and combo potential.

After it connects, a Member Switch is immediately available, letting the incoming teammate capitalize without losing momentum.

Assembly Assist Aerial Highlights

  • Diving aerial attack.
  • Strong combo extension tool.
  • Additional tendril attack during Necrosis.
  • Member Switch available immediately after connecting.
  • Consumes 1 Assembly Gauge.

Assembly Assist Vertical

Assembly Assist Vertical has Carnage turn his body into a mass of symbiote blades that attack the space around him. Unlike the previous assists, this one is about controlling the area right next to him, which makes it useful for interrupting pressure, covering unsafe approaches, or discouraging a straightforward rush from the opponent.

Against an opponent already dealing with Necrosis, additional tendrils strike automatically after the initial hit, boosting the assist's overall effectiveness and helping teammates keep their offense going.

Like the rest of Carnage's assists, a successful hit immediately allows a Member Switch, so pressure can continue without a gap.

Assembly Assist Vertical Highlights

  • Wide area attack around Carnage.
  • Excellent defensive assist.
  • Automatic tendril follow-up during Necrosis.
  • Member Switch available immediately on hit.
  • Consumes 1 Assembly Gauge.

Assembly Assist Shooter

Assembly Assist Shooter extends Carnage's arm into a long-range symbiote spear, hitting opponents from a safe distance. Its reach makes it the strongest neutral assist in his toolkit, letting teammates threaten a much larger portion of the screen.

If the opponent is infected with Necrosis, extra tendrils emerge automatically after the initial hit, adding damage and making it easier to route into a larger combo.

As with every other assist, players can immediately perform a Member Switch after a successful hit to keep offensive momentum going.

Assembly Assist Shooter Highlights

  • Long-range stabbing assist.
  • Excellent neutral control.
  • Additional tendril attack during Necrosis.
  • Member Switch available immediately after connecting.
  • Consumes 1 Assembly Gauge.

Strengths & Weaknesses

Strengths

  • Necrosis dramatically enhances nearly every part of Carnage's offense.
  • Excellent pressure thanks to advancing attacks, overheads, and automatic tendril follow-ups.
  • High combo damage once Necrosis is applied.
  • Long-reaching attacks make neutral less restrictive than many rushdown characters.
  • Strong anti-air options through Sadistic Scythe.
  • Excellent corner pressure and combo carry.
  • Flexible assist lineup that supports both offensive and balanced teams.
  • Powerful cinematic Super, Ultimate, and Tōkon Assemble finishers.

Weaknesses

  • Several moves become significantly stronger only after applying Necrosis.
  • Loses much of his offensive pressure if Necrosis expires.
  • Requires careful meter management between Heavy Specials, Parasite Bomb, Super Skills, and Ultimate Skills.
  • Grounded Parasite Fang generally misses crouching opponents, making spacing important.
  • Aggressive playstyle leaves little room for passive or defensive gameplay.

Beginner Tips

  • Make applying Necrosis your first objective every round. Carnage's offense becomes considerably stronger once the opponent is infected.
  • Don't throw Parasite Bomb out immediately after every combo. Sometimes extending Necrosis is worth more than the extra damage.
  • Learn the spacing on Parasite Fang. Its long reach is excellent, but crouching opponents can cause the grounded version to miss entirely.
  • Use Vicious Skewer to punish opponents playing just outside normal attack range.
  • Rely on Sadistic Scythe against jump-heavy opponents. Its partial invincibility during startup makes it one of Carnage's safest anti-air tools.
  • Mix Guillotine Axe into your offense regularly. Its overhead property forces opponents to constantly change their defense.
  • Practice transitioning from Special Skills into Parasite Bomb so the input becomes second nature.
  • Don't spend Ultimate Gauge on random opportunities. Carnage's best damage comes from confirmed Necrosis combos.

Advanced Tips

Once the basic gameplan feels comfortable, getting better with Carnage becomes less about learning new moves and more about making smarter decisions with Necrosis.

One of the most common mistakes new players make is spending Parasite Bomb the moment it's available. The extra damage is tempting, but doing so also strips away every bonus Necrosis was providing. In a lot of situations, holding the infection lets Carnage deal even more damage over the following exchanges.

It also helps to pick the Special Skill that actually fits the moment instead of leaning on one move repeatedly. Vicious Skewer controls horizontal space well, Sadistic Scythe handles aerial approaches, Mutilate closes distance fast, Dismember extends aerial pressure, and Guillotine Axe forces dangerous overhead mix-ups once opponents start respecting the grounded offense.

Getting comfortable rotating between assists depending on team composition matters too. Assembly Assist Shooter helps control neutral, Vertical protects teammates from aggressive approaches, Aerial extends air combos, and Assemble Rush is great for maintaining offensive momentum after a confirm.

Finally, Carnage doesn't need to end every combo with the biggest possible number. Sometimes holding onto Necrosis and keeping momentum going is worth more than finishing with Parasite Bomb or burning Ultimate Gauge right away.

Advanced Tip: Carnage is strongest when every successful hit leads straight into another offensive opportunity. Instead of thinking combo by combo, think about how long you can keep Necrosis active.

Is Carnage Worth Learning?

Yes. Carnage offers one of the more rewarding offensive playstyles revealed in Marvel Tōkon: Fighting Souls so far. His basic gameplan is easy enough to pick up, but the depth Necrosis adds gives experienced players plenty of room to optimize offense, resource management, and combo routing.

Unlike straightforward rushdown characters who just move forward and attack, Carnage keeps asking players to make real decisions. Preserve Necrosis for another mix-up, or spend Parasite Bomb now? Save meter for Bloodbath, or hold everything for Absolute Carnage? Those choices are what keep him engaging long after the inputs are memorized.

His long-reaching attacks also make approaching opponents less risky than it might look, while his overheads, anti-air tools, armored attacks, and finishers keep opponents guessing through every defensive sequence.

If relentless pressure, combo extensions through smart resource management, and controlling the pace of a fight through aggressive offense sound like your thing, Carnage is one of the stronger picks available right now.


Carnage FAQ

What is Carnage's unique mechanic?

Necrosis is Carnage's signature mechanic. Infecting opponents with the symbiote unlocks stronger Heavy attacks, automatic tendril follow-ups, Parasite Bomb, and easier combo extensions until the infection wears off.

How do you apply Necrosis?

Mainly through Parasite Fang. Landing the attack on the opposing team's leader infects them, and additional hits extend the duration before the Necrosis Gauge runs out.

Should I always use Parasite Bomb?

No. It hits hard, but it also consumes the current Necrosis infection. In a lot of situations, holding onto Necrosis provides more long-term pressure than cashing it out right away.

Is Carnage beginner friendly?

He's approachable for players who like aggressive characters, but managing Necrosis, meter, and knowing when to preserve or consume the infection gives him a higher skill ceiling than a lot of straightforward rushdown fighters.

What role does Carnage play?

Carnage is a rushdown and pressure character who overwhelms opponents through relentless offense, overhead mix-ups, combo extensions, and Necrosis-enhanced attacks.


Key Takeaways

  • Necrosis is the foundation of Carnage's entire gameplan.
  • Applying and maintaining Necrosis should be your highest priority every round.
  • Every Special Skill gains additional value once Necrosis is active.
  • Parasite Bomb offers huge damage but sacrifices the remaining Necrosis duration.
  • Guillotine Axe becomes especially dangerous thanks to its overhead property, armor, and Necrosis follow-ups.
  • Carnage rewards players who can balance aggression with smart resource management.

Final Thoughts

Carnage enters Marvel Tōkon: Fighting Souls as one of the roster's most oppressive offensive characters. His toolkit rewards nonstop aggression, but unlike a lot of traditional rushdown fighters, success isn't just about how fast you can attack. It comes down to understanding Necrosis, keeping momentum, and knowing the right moment to convert pressure into real damage.

Every successful infection changes the pace of a match. Stronger Heavy attacks, automatic tendril follow-ups, longer combo routes, and Parasite Bomb all push Carnage players to stay on the offensive and keep opponents pinned down. Whether that's forcing overhead mix-ups with Guillotine Axe, punishing mistakes with Vicious Skewer, or closing out rounds with Absolute Carnage, every part of his moveset feeds into a gameplan that rarely gives opponents room to recover.

Players looking for a technical zoning character might find Carnage too committed to close range. But anyone who enjoys controlling the pace of a match through aggressive offense, calculated resource management, and explosive combo potential will probably find him one of the more satisfying characters revealed so far.

Note: This guide is based on officially revealed gameplay, move lists, and developer demonstrations available before launch. We'll continue updating this guide as Arc System Works reveals additional mechanics, balance changes, and gameplay details after release.

Looking for more character breakdowns? Be sure to visit our Marvel Tōkon: Fighting Souls Guide Hub for complete guides covering every confirmed fighter.