Black Panther
Black Panther sits immediately beneath S+ because she may be one of the strongest dedicated Leader heroes in the game, but her total team value hasn't shown to be quite as universal as the four characters currently in S+ tier. She could easily move up to meta tier as the game develops, and the gap between the two tiers is not insurmountable.
As long as she has Bast's Blessing Gauge available, she can use her Unique to quickly dash and reposition. Panther can use her movement to create left/right and high/low ambiguity, and her extremely fast air movement is both fun to pilot and difficult for opponents to predict. Additionally, her EX overhead adds another layer to her mix and is another reason the mental stack Shuri puts on her opponents is so heavy.
One notable weakness, therefore, is her resource dependence.
Black Panther can feel lacking in options when she finds herself with low meter. While she's easily a meta Lead hero, she falls behind just a bit in the team enabling department.
Goblin
Green Goblin is a high-ceiling mixup, setup, and assist specialist who becomes terrifyingly oppressive once his team establishes advantage. His Glider gives him exceptional mobility for tricky movement and ultra-fast mixups. For assists, his Vertical is great for anti-air coverage and conversions, and his Assault is perfect for creating sandwich mix.
He has the best Oki in the game because he is able to deploy bombs and set up his glider before the defender recovers. These oki setups can allow him to snowball rounds after the first successful combos. Unlike most other heroes, he doesn't need to cover his wakeup pressure with an assist to start a mixup. Trying to defend against his lightning-fast and deceptive high/low mix feels like a guess for game situation.
The tradeoff of this lethal glider play is that
Green Goblin's raw neutral without time to set up or without glider is not nearly as dominant. Also, he's quite complicated and doesn't synergize as universally as some of the higher-ranked heroes. Generally, you'll see him paired with an ally who can enable his kit or earn him a knockdown, then Tag in, then tag out after using up glider resource.
Magneto
Magneto is likely the best zoner in Tōkon, and his assist package is equally great. Especially his Vertical assist, which excels at controlling aerial space and setting up tag-in combos. Then his Assault assist can pull opponents out of the corner to enable left/right or sandwich setups for teammates.
Rather than simply functioning as an assist bot,
Magneto contributes to combo routes and cash-outs through Magnetize. The biggest weakness of
Magneto is that anti-zoning tools are abundant in Tōkon. Basically every hero has ways to disrupt or avoid his projectile play.
Doom
Doctor Doom is kitted out as both a zoner, and an anti-zoner. He's an excellent counterpick against the projectile and assist-heavy strategies defining the early meta.
Nullify Shield lets him directly challenge projectiles and create cover for his own zoning or for his approach. Beams, Flight, and fast full-screen Super let him control space and punish careless assist usage or movement from the opponent.
Having not only a lunging attack, but also having the invulnerable portal EX variation, gives him a strong mixup tool for sandwiches or baiting and countering attacks.
Loki
Loki's strength comes from layering the mental stack of options the opponent needs to defend against, rather than relying on one overpowered gimmick. A tricky combination of good normals, projectiles, traps, feints, and movement gives him a flexible neutral game, while his ability to cancel attacks allows Loki to use conditioning to break through the opponent's defenses.
He's also one of the better solo-pressure characters and can use his own kit to establish control and run mixes without needing to overly rely on assists for every action.
Where he's a bit weaker is that none of his assists are obviously amazing, although none are terrible. Also, he performs best when the entire team is built around enabling his point play, and isn't a straightforward fit into any team like some other heroes are.
Carnage
Carnage relies more on setplay than the heroes ranked above him, but he can certainly hold his own on both point and assist. Parasite Bombs are a powerful tool for running his offense and allow him to loop blockstrings and make the opponent feel overwhelmed by attacks.
Often it takes some work to earn these opportunities as he's not quite at the same caliber as the top-ranked heroes when on point. On the upside, his armored options, overheads, long-reaching attacks and command grab give him a lot of options. Once his team earns the advantage state,
Carnageis allowed to shine. Carnage often starts on assist and gets tagged in to continue the offense or cash out for big damage.
Ghost Rider
Ghost Rider has huge normals, excellent reach, good damage, and a dangerous strike/throw game. His buttons allow him to zone and control ranges where many characters struggle to challenge him.
His go-to offense layers an instant overhead, resets, and command grab to punish opponents for becoming too comfortable blocking. His enormous hitboxes are also great at punishing predictable assist calls as these attacks are consistent to scoring happy birthdays.
Deadpool
Deadpool's design in Tōkon feels true to his unconventional characteristics as the merc with a mouth. He's equipped with zoning and screen-control tools that can be used to cover every angle from grounded horizontal to aerial diagonals, and manipulated bomb paths.
The glaring weakness of
Deadpool is that the best parts of his moveset are locked behind his self-damage mechanic. Any failed offensive attempts can easily result in him losing his gray health on top of taking the standard damage from the opponent's attack. In this way, he's like a glass cannon and ends up with many rounds being lopsided one way or the other. Therefore, anyone looking to play
Deadpool needs to be confident in their decision-making and matchup knowledge, but he has the potential to reward the effort.