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Incarnations re:Umbral Endeavor is a umbrella platform-fighter in the Incarnations series of games. It was announced on April 13th 2022, and was released on December 20th 2023 for the Nintendo Switch, Playstation 4, Playstation 5, and (oddly) Nintendo 3DS. It's either a sequel, a spiritual successor, or a remaster of Incarnations: Umbral Endeavor; nobody actually knows which it is, but it's definitely one of the three.

Gameplay[]

re:Umbral Endeavor is a fairly standard platform-fighter, taking heavy cues from Super Smash Bros. Ultimate and Slap City in particular. The ultimate goal of the game is to deplete your opponent's stocks by knocking them off of the stage with attacks. The higher your opponent's damage percentage, the farther they'll fly when struck. Players will also have to contend with stage-specific hazards and randomly-appearing items while fighting each other.

Each character's moveset consists of quick but weak basic attacks, Strong attacks that send foes flying (though they can't be "charged up" like other platform-fighters' Strong attacks unless the user is Locked), Special Moves with unique properties, and throws that they can use after grabbing the enemy. Characters can also raise a bubble-like shield to protect themselves, though taking too much damage or leaving the shield up for too long will cause it to shrink and eventually shatter, stunning them.

re:Umbral Endeavor introduces a few additional mechanics to differentiate itself from its fellows, however...

Recovery mechanics[]

Recovering from offstage functions very differently in re:Umbral Endeavor than it does in some other platform fighters. There is no "freefall" state in the game; fighters can still use other abilities after using a Special Move for recovery. Instead, they simply lose the ability to use that Special Move again until they've landed back on the ground.

Smaaash!! Gauge[]

Each character has a super meter called a Smaaash!! Gauge, which fills up as they inflict or receive damage. When the Gauge is filled, pressing the Smaaash!! Attack button (bound to ZL or L2 by default) will drain the whole thing to unleash a super move. Most characters have multiple Smaaash!! Attacks, and can choose which one to unleash by holding a corresponding direction during the input.

Locked Movement[]

The right trigger button on the controller (ZR on Nintendo consoles, R2 on Sony consoles) are "Lock-On" buttons. When a Lock-On button is held, the controlled character becomes Locked, which prevents them from turning around automatically while moving and enables the ability to charge Strong attacks. Certain characters may also reap benefits unique to them from being Locked.

Some attacks require a "Back" input. Using them simply requires Locking your character, then pressing the direction opposite the one your character's facing in.

Comeback Mechanics[]

When a fighter is in certain sticky situation, they will gain certain benefits that enhance their performance and give them a bit of extra fighting chance. There are multiple comeback mechanics, and they can stack with one another.

  • Rage, returning from the Super Smash Bros. series. When a fighter hits a certain health threshold, the damage and launching power of their attacks is increased, lasting until they're K.O.'d. The health threshold and the potency of the buff vary from fighter to fighter, and some fighters like Roxas even get unique benefits from Rage.
  • Last Stand, which activates only in the tail end of a fight and grants increased Smaaash!! Gauge generation until the battle's end. During stock battles, the effect activates for a fighter when they're on their final stock (or at the same time as Rage, if it's a one-stock fight). During timed battles, the effect activates for every fighter during the final 60 seconds, and scales based on placement; first place gets barely any increase, while last place reaps massive benefits. Last Stand can be disabled in the battle settings, or applied to only specific fighters as a handicap.

Item Moves[]

Sometimes, equipping or wielding an item will replace certain moves in a character's arsenal, such as Overture replacing its user's Strong attacks. These replaced moves will only be used while the fighter wielding them isn't Locked; using the same input while Locked will unleash their normal version of the attack.

When wielding multiple items that replace the same move, there are a few rules dictating which item's move you'll have access to.

  1. More specific move inputs will always out-prioritize less specific move inputs.
  2. Moves from held items, like Battering and Shooting items, will always out-prioritize moves with identical inputs from Equipment or Transformation items.
  3. When multiple Equipment or Transformation items in use have moves with identical inputs, the most recently equipped item or most recently applied transformation will always out-prioritize the rest.

Game Mutations[]

When playing in Versus Mode, you can choose from a number of Mutations to alter the flow and pace of combat. All the game's Mutations are listed below:

  • Turbo: Not to be confused with the mode of the same name in Smash Bros. mods! re:Umbral Endeavor's Turbo mode is based on the Devil May Cry games; when active, it makes the game 20% faster. This doesn't affect the timer on Time battles, but everything else is sped up.
  • Freestyle: This is the Turbo Mode you see in Smash Bros. mods. When playing with Freestyle on, characters can freely cancel attacks into each other at the push of a button, which can turn a single hit into a devastating and flashy combo attack.
  • Stage Mutations: All Mutations in this category let the stage transform into other stages mid-fight. They are all mutually exclusive; you can only have one active at a time!
    • Stage Morph: Functions identically to its appearance in Super Smash Bros. Ultimate. Players pick two stages before the match. Then, at certain time intervals, the stage will switch between the two selected forms.
    • Wallbreak: Players pick anywhere between two and five stages before the match. Whenever a player gets K.O.'d off the side of the screen, they're sent flying across the world and land on one of the other stages chosen.
  • Fighter Mutations: Like Stage Shift, all of these Mutations let players switch fighters during the battle, and you can only pick one.
    • Fighter Morph: Like Stage Morph, but with fighters! Players pick two characters, and randomly switch between the two during combat. Morphs happen individually, and before a morph happens, the character's form will begin flashing to warn the player.
      (Fun fact! When you switch to another character mid-Install, the Install's duration will reset when you switch back!)
    • Double Trouble: Players pick two characters. They only control the first one, and the second one automatically follows them and uses normals of the same input when possible.
  • Gameplay Mutations: Mutations in this category add new mechanics, or alter old ones. You can equip as many of these as you like.
    • Heat: When a fighter's Smaaash!! Gauge reaches maximum, they enter a powered-up Heat state that slowly drains their Gauge. In this state, they deal increased damage, and can use Smaaash!! Attacks at a 50% discount.
    • Melee: Enables wavedashing. Jump and then quickly airdodge into the ground to slide a short distance. You can still use grounded attacks while sliding.
    • 20XX: Replaces fighters' shield with a reflector that deals damage, is frame-one invincible, and can be jump-cancelled.
    • Aetheric: Replaces fighters' shield with a parry. Successfully parrying a foe will briefly leave them in a unique vulnerable state.
  • Novelty Mutations: These mutations are just giant memes that nobody will ever actually use outside of maybe one YouTube video. You can activate as many of these as your twisted little mind desires.
    • One For All: All fighters share a single health value. When one of them takes damage, everyone takes damage. And whenever anyone gets K.O.'d, it resets to 0%. It's always anyone's game with this ultra-chaotic Mutation on!
    • Mega Microgame$: Fans of the WarioWare stage in Smash Bros. will be all too familiar with this particular Mutation. At random points in the battle, a short "minigame" will be randomly declared. Players who succeed at the minigame will be rewarded with power-ups.
    • Incarnations Party: During the battle, Toadette from the Mario series will appear at a random point on the stage. By speaking with her by using the Taunt button while not Locked, you can pay her coins (collected from hitting enemies) to gain a stock in Stock battles or a point in Time battles. After someone buys from her, Toadette will move to a different point on the stage.
    • Dark Spirits: At any time, a random person on the internet can choose to "invade" a match with this Mutation, joining the battle on a random player's team. (If you aren't connected to the internet, or if nobody has invaded in a while, then the game will just randomly spawn a computer-controlled ally.) These invaders take more damage and knockback than normal, and only have a single stock. Additionally, they aren't actually counted as a player; if their teammate runs out of stocks, the match will end like normal even if the invader is still alive.

Fighters[]

Base Roster
Akatsuki
NEW.
Arakune
NEW.
Big Band


Blaze the Cat
NEW.
Bridget
NEW.
Cadet Howard
NEW.
Candevil
NEW.
Captain Ginyu


Conductor & DJ Grooves


Dan Hibiki


Dante


Dark Bowser
NEW.
Demonee-Ho


Dimple


Dr


Elliana


EVA-01
NEW.
Fighter
NEW.
Giratina


Goddess of Explosions


Goro Majima


Headhunter


Jack
NEW.
Jetstream Sam
NEW.
JoJo


Kaiser Oblivion


Kamen Rider Fourze
NEW.
The Knight
NEW.
Kotone Shiomi


Leo Whitefang
NEW.
Major Ocelot


Meta Knight


Miriam


Morgan Yu
NEW.
Mr
NEW.
Neon White
NEW.
Okuyasu Nijimura


Plague_Knight


Raidou Kuzunoha XIV


Rawk Hawk
NEW.
Roxas
NEW.
Selicy


Serph
NEW.
Simon
NEW.
Simon Yorke


Spamton
NEW.
Tahu
NEW.
Tressa Colzione


T
NEW.
Vegeta
NEW.
Vergil


V1


Xemnas


Yangus


Zeke von Genbu
NEW.
2B
NEW.
DLC Fighters
Amaterasu
NEW.
Godrick the Grafted
NEW.
Peacock


Shulk


Tulin
NEW.

Base Roster[]

Profile-akatsuki
Akatsuki
Close to the end of World War II, a Japanese soldier was tasked with personally supervising the transportation of a prototype superweapon called the Blitz Motor. His submarine vanished in the Arctic under mysterious circumstances, however, and the Blitz Motor was lost with it.

Sometime in the 21st century, the soldier abruptly reawakened from a cryosleep that had preserved him body for half a century. As his mission of transporting the Motor had failed, he took up the pseudonym "Akatsuki" and set out to achieve his secondary orders - to wield the prototype Blitz Motor himself and, with its power, destroy all the Blitz Motors on the planet. This mission brought him into conflict with an underground faction of Nazi clones wielding Blitz Motors, led by a man from his past who sought to cheat death and become a god...
Ease of Use:✦✦✦✦✦
Properties
Perhaps one of the simplest characters to pick up and play, Akatsuki possesses a balanced moveset, balanced attacks, and a very straightforward gimmick. EX Specials give him a large amount of flexibility with how he spends his meter, and his Reflector special is among the game's more powerful defensive tools. He isn't as specialized or nuanced as some other characters, and his normals can be a bit stubby at times... but at the end of the day, you can't go wrong with Akatsuki.
Abilities
EX Special
Passive
All of Akatsuki's Special Moves except for Reflector have powered-up variants called EX Specials which cost 50% of his Smaaash!! Gauge to use. Akatsuki can cancel any of his Specials into EX Specials midway through. EX Specials are inputted with the exact same inputs as the originals, except using the Smaaash!! button instead of the Special button.
Reflector
Special
Akatsuki raises his arms defensively, a barrier of light briefly forming in front of him. The barrier blocks all frontal attacks, and even makes Akatsuki briefly invincible to grabs. If he blocked a melee attack, Akatsuki can cancel out of it into any action... including another Reflector.
電光弾
Blitz Shot
Forward + Special
or
Forward + Smaaash!!
Akatsuki launches a sphere of electricity from one fist in a quick projectile attack. In midair, the sphere is angled ever-so-slightly downwards. Either way, holding the attack button increases the attack's end-lag in exchange for a faster-moving projectile.

The EX Special version of Blitz Shot launches a significant number of electricity spheres which all fly in a line, effectively making it an unorthodox multi-hit projectile that can beat out some counter and reflect options.
徹甲脚
Armor Pierce Kick
Back + Special
or
Back + Smaaash!!
"Chestooo!!!" Akatsuki leaps forwards and kicks three times while in midair. The nature of the attack makes it possible to dodge any attacks that are low to the ground with it. The third kick is an axe kick that knocks the enemy into the ground, and can potentially get a meteor-smash K.O. with perfect timing.

The EX Special version of Armor Pierce Kick has Akatsuki unleash an even faster volley of even more kicks, dealing huge damage and covering an impressive horizontal distance.
人間迫砲
Human Cannon
Up + Special
or
Up + Smaaash!!
A rising punch angled diagonally upwards. A fairly stock recovery move and reversal option, and a decent follow-up tool against launched enemies.

The EX Special version of Human Cannon is a multi-hit that rises even higher into the air and deals even more damage. Its strongest use is in recovery; chaining regular Armor Pierce Kick into Human Cannon into EX Human Cannon can cover tremendous distances.
神風
Kamikaze
Smaaash!!
Akatsuki rushes forwards in a dashing punch. If he collides with any enemies, he'll unleash a rapid combination attack of electrified punches and kicks. For the finale, he uppercuts the enemy into the air twice, then fires off an electrical pulse from his fist to send them flying away horizontally.

Though it has to compete with Akatsuki's EX Specials when it comes to meter usage, its power as his only "true" Smaaash!! Attack can't be denied.
BlazBlue Central Fiction Arakune Main
Arakune
There is a realm where all possible timelines intersect, known as the Boundary. In theory, one could use it to traverse timelines... but contact with it, and the matter known as "seithr" that fills it, corrupts one so utterly that this is impossible.

So you can imagine how bad it was for the researcher Lotte Carmine when, driven by envy of his mentor, he willingly touched the Boundary. His soul and body were split into two distinct entities, with his soul remaining trapped inside of the Boundary. His body became Arakune - a monster comprised entirely of seithr, capable of only speaking in incomprehensible phrases, and driven by an endless hunger.
Ease of Use:✦✦✦
Properties
Arakune is, at first glance, a very weak character. It has some trouble linking its moves together, and its damage output tends to be a bit on the low side. On top of that, it's inherently a fragile character, being pretty light and floaty despite having some very dependable recovery options. Once a Curse Gauge hits maximum, though, everything changes; Arakune's damage output, otherwise the worst in the game, suddenly skyrockets, and its combo potential becomes seemingly endless.
Abilities
Crimson
Passive
All enemies fighting Arakune possess a "Curse Gauge" that fills slightly whenever they're hit by certain moves, including a few normals. When the gauge fills up to maximum, they become Cursed, and will remain Cursed until the Curse Gauge drains completely.

Whenever Arakune releases an attack button, a bug will be summoned to attack each Cursed enemy, with the type of bug that appears determined by the button used.
a±b
Special
Arakune spits out a noxious-looking cloud that slowly homes in on the closest opponent. Contact with the cloud builds Curse Gauge, but if the victim is already Cursed, it slows their movements down.
Permutation, N, R
Forward + Special
or
Back + Special
Arakune summons a small spider that dives down from above on a web a set distance away. Enemies that touch the spider will take some damage, and their Curse Gauge will increase by a decent chunk. Where the spider falls relative to Arakune can be determined using different Special move inputs.
If p then q
Up + Special
After a short delay, Arakune will disappear suddenly, reappearing a set distance away. During the delay, any inputs will cause Arakune to appear to perform the corresponding action, though it won't deal any damage when doing so.

If an enemy touches its body before it teleports, it will transform into a large spider and capture them in a web cocoon, before teleporting like normal. (The spider can be blocked.)
Equals Zero
Down + Special
Arakune slowly fades, becoming mostly invisible. The invisibility has a short time limit, but ends early if Arakune hits an enemy with a melee attack, or takes damage.
F-Inverse
Smaaash!!
Arakune morphs into a giant bug and stomps the ground once, launching nearby enemies into the air above it. Then, it fires a huge laser from its back, hitting foes caught in the blast multiple times. A more unorthodox beam super that can reach all the way to the top of the screen if no ceilings are in the way.
F equals
Forward + Smaaash!!
Arakune calls a giant flying bug from off-screen. The bug emerges from the edge behind it and flies across the battlefield, plowing through enemies in its path. If any enemies are Cursed, the bug will home in on their position, rather than just travelling straight across the screen.
Crimson Depths
Down + Smaaash!!
Arakune unleashes a pulse of power that instantly fills the Curse Gauge of anything it hits. Simple and sweet.
Big band action portrait by oh8-d6l2186
Big Band
Ben Birdland used to be a beat cop in New Meridian, but he was beaten within an inch of his life by a corrupt element in the police force when he dug a little too deep. His "early retirement" was cancelled when he was approached by the Anti-Skullgirl Labs. With his blessing, the scientists at Lab 8 transformed him into a hulking cyborg and armed him with an arsenal of pneumatic weaponry.

"Big Band," as he's now known, remains one of Lab 8's frontline fighters despite also being one of its most senior members, having been part of their team for two (soon to be three) incursions by the omnipotent monster known as the Skullgirl. Though he once wished vengeance against the people who left him broken, he's matured considerably since then, and focuses on the bigger picture - protecting the world from supernatural threats, and the people he works with from anybody who would threaten them.
Ease of Use:✦✦✦
Properties
Big Band dominates the battlefield with his massive hitboxes and strong strike/throw mix potential. While his damage output leans a little on gaining meter, taking risks and making predictions can earn him as much as he needs. However, as a heavyweight whose meterless recovery option gives barely any height, he suffers from the poor off-stage capability that one would expect from somebody his size. Getting Big Band above empty air can easily be a death sentence for him, or at least force him to waste his precious meter on a Tympany Drive.
Abilities
Free Form
Forward + Attack
Big Band yanks out a trumpet and swings it up in front of him. Holding the Attack button while Locked will cause him to keep the trumpet at his lips, letting him play it with button inputs. Releasing Big Band's current Lock will cause him to drop the trumpet.
Beat Extend
Up + Strong
Two thin "arms" shoot out from Big Band's sides and slam together above him, forming a tambourine. On an unblocked hit, the victim is pulled into the tambourine's center and hit multiple times by its ringing before being launched upwards.
Giant Step
Down + Strong
Big Band deploys a kick drum pedal so oversized it's almost as big as he is and, with a stomp of his foot, slams it down on the ground in front of him. While the attack is a bit weird for a Down Strong, it generates a shockwave that'll knock grounded enemies (both in front of and behind Big Band) into the air. At maximum charge, the shockwave hits every grounded opponent, regardless of their stage position.
Brass Knuckles
Forward + Special
Big Band lunges forwards and punches with a massive metal fist, blasting anyone he hits backwards. It comes out a bit faster than comparable super-armored moves, but it doesn't have their power... or their ability to break shields, which can put Big Band in a bad situation if an enemy blocks it. Between the fist's size and the ability to angle it slightly upwards or downwards, though, its obvious best use is in space control.
Take The "A" Train
Back + Special
Like with Brass Knuckle, Big Band dashes forwards with a giant metal fist extended. Instead of punching, however, he traps the enemy inside of the arm, where a mechanism slams into them repeatedly, then shoots them away at a diagonal. This is a grabbing move that ignores shields. Like Brass Knuckles, it has unusually long reach and can be angled slightly, giving Big Band the ability to grab enemies out of the air.
Sweet Clarinet
Up + Special
A giant clarinet pops out from underneath Big Band's coat. (The initial jab can spike if the very tip of the clarinet hits the enemy!) Then, he spins the instrument around underneath him, hitting enemies below him multiple times while letting him move around freely in the air for a short period. While it's flexible, Sweet Clarinet's vertical recovery range isn't very good.
Noise Cancel
Shield + Special
If this move is used just a few fleeting frames before Big Band gets hit by an attack, he'll block the attack with a massive cymbal-shaped shield, briefly stun the enemy, and regain a large chunk of Smaaash!! Gauge. He can cancel out of Noise Cancel with any of his attacks. On a mistimed Noise Cancel input, though, Big Band will be briefly left vulnerable without any sort of shielding.
Super-Sonic Jazz
Forward + Smaaash!!
Surrounding his body with a giant tuba, Big Band rockets directly forwards, dragging enemies along with him and hitting multiple times. At the charge's end, he spins his entire body around to launch everyone he's picked up away from him.
Strike Up The Band
Back + Smaaash!!
Big Band stomps the ground, and podiums sprout up from the ground in a wave a short distance in front of him. If the podiums launch anybody into the air, trumpets will stick out of each one and fire a barrage of weak projectiles at the victim, juggling them in midair for a short time. It takes space to spawn a podium, and more podiums mean more damage, so it's usually best to use Strike Up The Band on a larger platform.
Tympany Drive
Up + Smaaash!!
A set of timpani drums mounted with jet engines appear in front of Big Band, and he drums furiously at them, releasing gouts of flame and shockwaves of noise that strike surrounding enemies. During this Smaaash!! Attack, Big Band can fly freely through the air; if you're fine with spending the Smaaash!! Gauge on it, it can make for a powerful recovery option in the most dire emergencies.
Satchmo Solo
Down + Smaaash!!
Time freezes as Big Band pulls out his trumpet and raises it to his lips. He can play music uninterrupted for a full five seconds. Pressing the Smaaash!! attack button before that time is up will transition into Satchmo Death Blow, in which Big Band discards his trumpet and barrages any enemies in front of him with high-power punches from his iron fists. This is Big Band's most damaging Smaaash!! attack option by far, but it can also be the hardest to land, as its range is much shorter than his other options.
BlazeSAY
Blaze the Cat
A lavender princess from another dimension... or was it the distant future? Because she possesses a rare pyrokinetic ability, Blaze the Cat is tasked with the defense of the Sol Emeralds, a set of seven gemstones that hold incredible power. She used to see her pyrokinesis as a curse and a burden, but time spent in the world of a certain blue hedgehog has given her a different perspective on her gifts.

Blaze keeps up a stoic front at all times, as befitting royalty, but underneath that is an emotional tempest. When she gets riled up, she can act impulsively and harshly. She never wants to rely on others' help if she can help it, which has led her to becoming rather anti-social and shy, but has been gradually drawn out of her shell by some newfound friends.
Ease of Use:✦✦✦✦
Properties
Easily the fastest rushdown character in the entire game, along with one of the most mobile in a game where strong mobility is shockingly commonplace. Blaze is a fighter whose gameplan is just to get in the opponent's face, hit them with a quick volley of attacks, and then style on them at the end to build up some precious Smaaash!! Gauge. All her unique movement options - Jump Step, Burst Hover, Burst Dash, and especially Fire Boost - can be rather hard to keep track of, but that's even more true for her enemies as it is for her player. Leverage that movement, and you'll be running circles around them in no time.
Abilities
Jump Step
Double Jump
When Blaze is Locked, attempting to double jump will instead cause her to propel herself forwards with a burst of flame. Despite using the same input, this ability doesn't actually consume her double jump, letting her use one double jump and one Jump Step during the same jump.
Axel Jump
Attack
Blaze's jab, forward tilt, dash attack, and neutral aerial all cause her to spin around while using her pyrokinesis, effectively turning herself into a tornado of flame. The move hits multiple times and can be cancelled into Trick Action or Fire Boost, making it a staple of her rushdown.
Burst Hover
Special
midair only
A jet of fire bursts out of Blaze's heel, letting her glide briefly in midair. Holding left or right lets her "drift" in that direction. She can't move very fast during Burst Hover, though, and she can only glide for a short period of time.
Axel Tornado
Up + Special
Blaze uses a burst of fire to jet herself upwards in a spinning punch. The move only hits once, and is fairly average in terms of its recovery ability.
Burst Dash
Down + Special
Blaze enters a braced stance as fire flickers to life behind her feet. Mashing the Special button while holding down will cause her to build up power, and releasing down will launch her forwards at incredible speeds as a tornado of flames. (This counts as an Axel Jump!)
Trick Action
Taunt
Blaze has the unique ability to taunt in midair, during a dash, or during her Axel Jump attack. When doing so, she performs a quick trick, generating a bit of Smaaash!! Gauge for herself. She can cancel Trick Action into another Trick Action after a certain point, but can't take any other actions for a little while after the trick.
Fire Boost
Smaaash!!
Blaze surrounds herself with an aura of fire and instantly accelerates forwards at high speed. She'll maintain this speed until the Smaaash!! attack button is released, plowing through enemies in her path. She possesses super armor during the dash, along with total projectile immunity. Not even beam attacks will stop her; they'll slow her down, sure, but she'll quickly pick her speed right back up as she pushes against the beam.

This Smaaash!! Attack doesn't cost the entire gauge to activate; instead, it will only consume about 20% on the move's start, and continued use will drain it away at a steady pace.
Burning Blaze
Down + Smaaash!!
Using the power of the Sol Emeralds, Blaze transforms into Burning Blaze. This Install move turns the Smaaash!! Gauge into a timer. Until it empties, Axel Jump hits more times, Fire Boost can be used to cancel out of any move and costs less to initially use (but drains more when used for extended periods), Blaze has even greater control of Burst Hover and can use it for much longer, and she can use her double jump, Jump Step, and Axel Tornado one extra time each in midair.
GGST Bridget no shadow
Bridget
One of a pair of twin sons born into a town where such a thing was considered bad luck. Rather than sacrifice or exile her, though, her parents instead chose to raise her as a daughter. Though her upbringing was lavish, and her education extensive, Bridget soon noticed their guilt. She resolved to set out into the wider world, wielding deadly yo-yos and accompanied by a haunted teddybear named Roger.

Her time hunting bounties was hugely successful, and she single-handedly proved her home's superstition wrong... but, she continued to dress like a girl, for reasons she herself didn't entirely understand. Eventually, with some help, she decided that she was simply more "herself" as a girl than she was as anything else.
Ease of Use:✦✦✦
Properties
Bridget leans heavily on set-up and combos to get the job done; her launch power is a little lacking, but her arsenal of movement tools and traps makes it easier to force an enemy into her clutches, where she can make up for her poor launch power by chasing her target all the way to the blast zone. Once she has meter, she can keep the match on her terms by using Return of the Killing Machine to keep a lingering threat on the battlefield, or go for an easy finishing blow with Loop The Loop.
Abilities
Dust Attack
Strong
Bridget's sweeping yo-yo attacks have fantastic range and reach full charge quickly. They don't gain nearly as much knockback when charged, but in exchange, she can use Rolling Movement or Return of the Killing Machine to chase after an opponent hit by a fully-charged Strong attack.
Rock the Baby
Grab
When using a standing grab, Roger appears in front of Bridget and they both leap forwards, the bear trying to grab an enemy partway through the hop. The advancing nature of the grab gives it a bit more reach than the average grab, but it's also a lot easier to react to.
Stop And Dash
Special
Bridget tosses a yo-yo forwards, or in the direction the control stick is tilted in. Yo-yos fly a set distance, bouncing off of stage geometry, then freezes in midair. After a set amount of time, the yo-yo flies back towards Bridget, passing through stage geometry to return to her.

Tapping the Special button when inputting the move causes the yo-yo to deal damage on the way out. Holding it causes the yo-yo to deal damage on the way back.
Rolling
Movement
Special
Yo-Yo active or
after Dust Attack
When Bridget has placed a yo-yo on the field with Stop And Dash, the move is replaced by Rolling Movement, in which she curls up into a ball and flies directly towards the yo-yo's location, tackling any foes in the way. At any time during the roll, she can cancel into another one of her attacks.

Bridget can also use Rolling Movement immediately after hitting a fully-charged Strong attack, in which case she'll instead charge towards the enemy that she struck with the attack. If she hit multiple foes, the control stick can be used to pick one; otherwise, she'll target the closest one.
Starship
Up + Special
Bridget spins a yo-yo in each hand - one in front of her, one above her head - while leaping upwards and slightly forwards. A multi-hit attack with some invincibility near the start; strong defensively, but not so much for recovery.
Roger Drop
Down + Special
midair only
Hugging Roger tightly, Bridget plummets downwards, slamming into the ground bear-first and releasing a little shockwave. Hitting an enemy on the way down will meteor-smash them.
Kick Start
My Heart
Dash + Special
Using a pair of yo-yos as a pair of impromptu rollerskates, Bridget lunges forwards a short distance, hitting enemies in the way. The attack can be cancelled into two distinct follow-ups: Brake (press Attack) and Shoot (press Strong or Special).

When using Brake, Bridget screeches to a halt, shooting forwards sparks. The faster and safer of the two options.

When using Shoot, Bridget leaps forwards and spins her yo-yos around her, dealing more damage but leaving her more vulnerable afterwards if the move is blocked. She retains the horizontal momentum from Kick Start My Heart while in midair, even after she finishes using Shoot.
Return of the
Killing Machine
Smaaash!!
Yo-Yo active or
after Dust Attack
Riding on a motorcycle circled by a flaming saw, Roger rushes directly towards Bridget's yo-yo then flies past it. If he hits stage geometry, he'll cling to that surface and ride on it for a short time, but eventually has to vanish.

If used after hitting with a fully-charged Dust Attack, Roger will instead charge towards the struck enemy. Like Rolling Movement, he'll target the closest enemy, but can be forced to target another one by tilting the control stick towards them.
Loop The Loop
Back + Smaaash!!
Bridget spins two yo-yos in quick circles in front of her while Roger punches forwards, hitting nearby enemies over and over for high damage. If all hits connect, Roger leaps into the air and slams down in giant form for a massive finishing hit.
Astral Chain Protagonist Akira Howard Male Official Art
Cadet Howard
One of the two adoptive children of Captain Maximilian Howard. By chance, both the cadet and their twin Akira wound up being chosen to join their father in the Neuron Task Force, devoted to protecting the last vestiges of humanity from the extradimensional invaders known as the Chimera.

Each member of the Task Force is given a Legatus, an arm-mounted device used to harness the power of "tamed" Chimera called Legions. But it quickly became apparent that the cadet's ability to synchronize with their Legion was far beyond anything that anyone in Neuron had ever seen before.
Ease of Use:
Properties
Cadet Howard is a puppet character - an archetype that, by definition, requires some serious know-how to utilize at its fullest. Their myriad Legion abilities give them tools for most situations, and they can use them from a fair distance to boot, but in exchange they have one of the game's highest skill floors. Having a firm grasp of positioning, and knowing exactly what you're going to do next, is a necessity for playing as Howard.
If you find your brain melting from playing as them, though, you can take a break at any time by using their Fusion Smaaash!! Attack, which transforms them into the most cathartically gorilla-like character you could possibly get.
Abilities
Legionis
Passive
When fighting, Howard is nearly always accompanied by a Legion, bound to him by a glowing blue "astral chain." Damage taken by the Legion won't be transmitted to Howard, but if it takes too many hits it can temporarily be dispelled, requiring a short recharge time before it is automatically re-summoned. Naturally, Howard can't use any of their Legion-derived abilities while their Legion is recharging.

Howard's Strong Attacks cause their Legion to perform special moves. (Some of these moves cause the Legion to change shape, but it's purely an aesthetic difference.) When Howard uses certain attacks of their own, the Legatus on their arm will flash blue. When this happens, he can perform a Sync Attack, cancelling from the attack directly into one of the Legion's Strong Attacks.
X-Baton
Attack
Howard swings their X-Baton around in a utilitarian four-hit jab. Each hit gives an opportunity for a Sync Attack.
Somersault Kick
Up + Attack
Howard performs a flipping kick, knocking struck enemies into the air. The move uniquely offers a Sync Attack opportunity if the Legion is deployed above Howard.
X-Pistol
Special
Howard transforms their X-Baton into its pistol form and fires a quick burst of shots forwards, dealing chip damage to distant enemies. Repeatedly pressing the Special button will fire off more bursts of shots, with an opportunity for a Sync Attack after the third burst.
Send Legion
Any Direction +
Special
Howard's Legion charges in the chosen direction, up to the end of its astral chain. The Legion will remain in that position relative to Howard, even if they move, unless the path to that point is obstructed. It can be recalled back to Howard's side with certain abilities.
Chain Jump
Any Direction +
Special (hold)
When using Send Legion, holding the Special button will cause Howard to yank on the astral chain and pull themself to the spot where they sent their Legion. An omnidirectional movement tool that can be used for quick recovery, though it doesn't deal any damage.
Recall Legion
Back + Special
Howard quickly pulls the Legion back to his side. A useful option to have for when committing to a Legion Attack is less than ideal, or when the Legion is already in the middle of an attack.
Legion Attack
Strong
Legion Attack
Howard swings the Legion around by its chain, letting it slash around him in a wide-reaching attack. Using it immediately pulls the Legion back to Howard's side, which gives it a strong amount of utility as a Sync Attack option.
Precise Shooting
Forward + Strong
Legion Attack
Howard's Legion is replaced by an Arrow Legion, which nocks a giant arrow in its bow-like arm and then fires it forwards. While charging the attack, holding a different direction on the control stick will cause the Legion to aim its bow in one of eight directions. Pairing it with Howard's X-Pistol can make for a terrifying long-range offensive.
Punch Rush
Back + Strong
Legion Attack
Howard's Legion is replaced by an Arm Legion, which rapidly attacks in front of it with a volley of punches. The Legion won't move during the assault unless it's dragged away by the astral chain, giving Howard an opportunity to close in and get in some attacks themself, though using Punch Rush too often will quickly disable its ability to deal knockback.
Sword Assault
Up + Strong
Legion Attack
Howard's Legion is replaced by a Sword Legion, which slashes upwards with both swords on its arms. A straightforward launching attack that covers a fair distance both vertically and horizontally.
Crash Bomb
Down + Strong
Legion Attack
Howard's Legion is replaced by an Axe Legion, which slams its massive axe into the ground and leaves behind a crystalline explosive. After a short delay, the crystal becomes "armed" and will explode if anyone (except the Legion) gets too close to it.
Finishing Move
Smaaash!!
The Legion rushes forwards while grabbing. (If it's deployed, it will rush towards Howard, along the length of the astral chain.) If it grabs an enemy, it will tear into their chest with one hand and pull something that looks like a Chimera's core from their chest, before hurling them aside. Finishing Move can be used even if the Legion is currently destroyed, and successfully landing a Finishing Move fully restores the Legion's "health."
Fusion
Down + Smaaash!!
Jamming the core of the Legatus into their chest, Howard fuses with their Legion in an explosion of power that blows back surrounding enemies, leaving them as a massive clawed beast in blue armor. Using Fusion transforms the Smaaash!! Gauge into a timer measuring how much longer Howard can stay in the form before they'll automatically revert to their normal form.

For the Install's duration, Howard's moveset is entirely overhauled, transforming him from a precise puppetmaster to a brutal rushdown fighter. They don't have any Specials, and instead their arsenal consists of claw-based normals. Hitting an enemy with these attacks will restore some health to Howard, even if the attack is blocked.
Candevil promo art
Candevil
New Wirral is an island on an endless ocean, originally discovered by the HMS Birkenhead from 1845. Every now and then, people or locations from different time periods and realities will be deposited on the island. Most join Harbourtown, a coastal settlement on the island's southern shore.

New Wirral is home to monsters - strange creatures with powers over the elements themselves. For the first several years, the people of New Wirral just avoided the monsters... but one day, they discovered they could copy the monsters' essence onto cassette tapes, use those cassette tapes to take on the monsters' forms, and even tweak the monsters' powers by putting stickers on the cassette tapes. A few islanders even acquired the power of Fusion, letting them combine their monster forms and unleash even greater power.

Candevil is an uncommon monster that can be sometimes be found in abandoned urban areas. It can create candy from its body, which it gives as gifts to its friends or use to attack its enemies. It's cute, but also... a little gross to think about, honestly...
Ease of Use:✦✦✦✦✦
Properties
Candevil is a rushdown fighter that utilizes its small hurtbox and fast movement to get into close quarters, then takes control of the battle with offensive tools like Bon Bon Blast and Copper Chop or with defensive tools like Provoke. When it has enough meter to use its signature Smaaash!! Attack, Record, it can steal its opponents moveset, then enhance it using its own rushdown tools to throw that extra bit of lemon juice in the wound.
Abilities
Sugar Rush
Passive
While Candevil is in Rage, its movement speed and attack speed both increase, in addition to the usual benefits.
Bon Bon Blast
Special
Candevil spits out a slow-moving projectile that looks like a giant piece of chocolate. The bon bon will drift forwards, but if an enemy fighter gets too close to it, it will home in on them and explode on contact.

A strong tool, both for neutral and for covering an opponent's wakeup options and forcing them to play Candevil's game. However, Candevil can only have one bon bon on screen at a time, and cannot fire off a second one until the first one is gone.
Deja Vu
Forward + Special
Candevil darts a short distance forwards, its body blurring with TV static. Deja Vu can be cancelled into any other Special Move that Candevil knows, including any Special Moves it copied from an enemy with Record; when it does, the TV static will form into a silhouette that will also perform the attack, effectively increasing the chosen Special Move's damage.
Copper Chop
Back + Special
Candevil flips forwards and swings both arms downwards. A simple and straightforward attack that hits multiple times and deals heavy shield damage. When combined with Deja Vu, it can outright shatter shields.
Toxic Stab
Up + Special
Candevil lunges forwards (on the ground), upwards (in midair), or in whatever direction the control stick is held in, and headbutts enemies in its way. Holding a different direction at the move's end will cause it to perform a second lunge in that direction.

When holding the Special button at the end of the move, Candevil will unleash a shockwave of toxic liquid, knocking enemies away and leaving its claws coated in poison. For a short time afterwards, all of its attacks will poison struck fighters, dealing damage over time.
Provoke
Down + Special
Candevil makes a funny face. If struck in this stance, it will dodge through the enemy's body in a blur of static, leaving the enemy cursed. Any enemy that procs this attack will be unable to spend their Smaaash!! Gauge, and will deal reduced damage to any fighter that isn't the Candevil that countered them, until the curse fades.

When used with Deja Vu, the curse's duration will be extended.
Record
Smaaash!!
Candevil briefly transforms into a blurry human form, points a cassette player forwards, and fires off a "beam" of TV static. The first fighter hit by the "beam" will be pulled into Candevil's body as it records their abilities, then spat out.

After hitting a fighter with Record, Candevil will become powered up. In this state, it can use its Smaaash!! attack button and directional inputs to perform Special Moves from the struck fighter's movelist. (For example, after using Record on Akatsuki, Candevil could use Blitz Shot using Forward + Smaaash!!.) It will also gain any passive abilities that fighter has. Candevil will retain access to its stolen moves and abilities until it loses its current stock.

Candevil's copied moves can be enhanced by Deja Vu or Toxic Stab.
Headshot
Special + Smaaash!!
Candevil spits out a fast-moving jawbreaker projectile in whatever direction the control stick is held in. The projectile explodes on contact with any enemy or surface, dealing heavy damage across multiple hits.
Captain Ginyu
Captain Ginyu
Recoome! Burter! Jeice! Guldo! Ginyu! Together, they are... the Ginyu Force!

Despite their respective eccentricities, both shared and otherwise, the names of the five members of the Ginyu Force strike terror into the hearts of warriors across the universe. The intergalactic emperor Frieza only calls them in when things are going particularly rough and his usual calibre of soldier won't cut it.

Their leader, Captain Ginyu, is the strongest of them, owed no doubt to his otherworldly ability to exchange bodies with others. Though he works for the cruelest and most despicable tyrant ever known, he maintains a strong sense of honor, and cares deeply for his close allies in the Ginyu Force.
Ease of Use:
Properties
Captain Ginyu as a character is lacking in many areas. His own ability to deal damage is rather poor, and his normals are stubby. His neutral is heavily reliant on assistance from the other Ginyu Force members, which can limit his ability to gain meter. Ginyu's many shortcomings are part of his gimmick, however; when he finally has enough meter to use his single Smaaash!! Attack, he can trade bodies with his opponent, inflicting his own shortcomings upon them and turning the tide in his favor.
Abilities
Fighting Pose
Taunt
Ginyu can chain taunts together in rapid succession, generating a little bit of Smaaash!! Gauge with each taunt. (If his current body has a special ability bound to Taunting in a neutral state, he can use it while Locked.)

Ginyu takes this ability with him, no matter whose body he's in; an enemy in his body won't be able to do this.
Galaxy Dynamite
Special
Ginyu fires off a wave of inaccurate energy blasts from his palms, dealing chip damage to anything struck by them. Holding the Special button causes him to charge up power, increasing the number of blasts he fires off. Though it's a projectile attack, it's not very good at long-range for anything other than maybe snuffing out an approach.
Strong Jersey
Any Direction +
Special
Ginyu charges in the chosen direction shoulder-first, barging straight through any enemies in his path. An overwhelmingly average movement tool, with nothing particularly remarkable about it.
Together, we are...
The Ginyu Force!
Smaaash!!
or

Forward + Smaaash!!
Ginyu calls in one of the other members of the Ginyu Force to perform an attack. He calls in allies in a set pattern - Guldo, Recoome, Burter, Jeice, then back to Guldo - and each ally has two attacks that they can perform; one for inputting neutral and Smaaash!!, and one for inputting forward and Smaaash!!. This move does not consume any Smaaash!! Gauge to use... though it doesn't generate any, either.

Ginyu takes this ability with him, no matter whose body he's in; an enemy in his body won't be able to do this.
Body Change
Down + Smaaash!!
Ginyu charges up all his power, then fires it forwards in a blast of light that extends only a short distance forwards. The blast of light doesn't deal damage; instead, it will cause Ginyu to exchange bodies with the first enemy he hits, swapping their movesets and damage values. Ginyu and the enemy will remain in their respective bodies for the remainder of each of their stocks, but will respawn in their old bodies.

Holding the Smaaash!! Attack button when inputting the move causes Ginyu to stab one claw into his gut before firing the attack off, dealing a chunk of damage to himself. It can be risky to do so in case the Body Change misses.

While in a foreign body, Ginyu can still use all his abilities bound to the Smaaash!! Attack button. He can access the enemy's Smaaash!! Attacks while Locked, but the rate at which he gains meter is reduced while in a foreign body.

Ginyu takes this ability with him, no matter whose body he's in; an enemy in his body won't be able to do this.
Djgrooves
AHiT Conductor
Conductor & DJ Grooves
One grew up on the distant Moon, and the other grew up on the desert frontier. Despite their very different backgrounds, they had one thing in common - they loved movies. Each of them dreamed of becoming a star director, and winning the Annual Bird Movie Award.

Unfortunately, when the Conductor and DJ Grooves finally met when they both began their careers at Dead Bird Studios, they became the bitterest of rivals. Ever since, they've been squabbling over the Annual Bird Movie Awards, lead actors, and the history-warping Time Pieces. It takes either contractual obligation or a common enemy to get them to work together for even a moment.
Ease of Use:
Properties
The Conductor & DJ Grooves retain their "parade" mechanic from their original Umbral Endeavor appearance; the player controls one bird, the other bird mimics their attacks, and the latter can hit the former. This one-of-a-kind mechanic, now enhanced by the ability to cancel the parade bird's current attack using a Smaaash!! Attack, theoretically gives the two Directors the highest skill ceiling in all of re:Umbral Endeavor.
Abilities
Battle of the Birds
Passive
The Conductor and DJ Grooves's alliance is a strained one, and each of them is doing whatever they can to prove that they're the top director! The player only controls one of the two birds, called the "lead bird." The other, called the "parade bird," will follow behind them, mimicking their exact movements and attacks with a delay of a little under a second.

Unlike duo characters in other platform-fighters, the parade bird is totally invincible! But nearly all of their attacks can also hit the player's bird, dealing low damage and hitstun with fixed knockback. As a result, mismanaging your attacks while playing this character can be severely punishing, but the friendly fire can also be used strategically to gain an extra boost in a chosen direction.

The Conductor and DJ Grooves will swap positions whenever they lose a stock, but the differences between the birds are entirely cosmetic. Additionally, if they win, whichever of the two dealt the most damage will be spotlighted on the victory screen.
Sawblade
Special
The lead bird hurls a large sawblade diagonally downwards. When the sawblade hits stage geometry, it'll stick to it and ride along it until it despawns. A versatile projectile thanks to its size and the angle it's thrown at.

Sawblades thrown by the parade bird can't hurt the lead bird.
Murder on the
Owl Express:
Act 1: The Stabbing
Forward + Special (mash)
The lead bird stabs repeatedly in front of him with a rubber knife for as long as the Special button is being mashed. While stabbing, he can move forwards and backwards with the control stick. The bird can theoretically keep stabbing forever, but using the move for too long will eventually cause him to begin tire out, slowing his movement speed while using the move and decreasing the attack's hitstun until it doesn't even make enemies flinch anymore.

The parade bird's stabbing won't make the lead bird flinch, but it can still rack up a lot of damage on the lead bird if you aren't careful!
Murder on the
Owl Express:
Act 2: The Chase
Forward + Special (hold)
The lead bird dashes forwards with a rubber knife extended in front of him. The attack can be charged up; doing so increases the distance that the bird covers with the dash, and summons up to two extra floating knifes that fly forwards ahead of the bird before the charge to deal increased damage.

Extra knives summoned by the parade bird will fly forwards when the lead bird charges, and can't hurt the lead bird.
Murder on the
Owl Express:
Act 3: The Investigation
Back + Special
The lead bird whistles, summoning a lanky C.A.W. Agent in a puff of smoke and feathers. The C.A.W. Agent will run forwards, and if he gets close enough to an enemy, he'll lock them in place with a dialogue until they either get hit, or manage to succeed in a QTE presented as a captcha code.

C.A.W. Agents can only "grab" grounded opponents, and can be defeated in a single hit.
Stunt Jump
Up + Special
The lead bird performs an incredible arcing leap, soaring high into the air. If he hits a wall during the jump, he'll automatically cling to it for a short time, during which he can either use Sawblade or a Smaaash!! Attack, or leap off of the wall for extra height.
Train Rush
Forward + Smaaash!!
Both The Conductor & DJ Grooves rush forward together. If they hit an enemy, the lights will briefly go out; when they come back on, the enemy will have a time bomb strapped to their back. The bomb explodes after a couple seconds, and any enemies caught in the blast will take heavy damage and be knocked upwards.
Disco Ball Drop
Down + Smaaash!!
Both The Conductor & DJ Grooves leap into the air, then drop downwards while clinging to a giant disco ball. The disco ball meteor smashes any enemies it hits, and unleashes a powerful shockwave across the ground when it lands.
The Big Parade
Back + Smaaash!!
Four Parade Owls drop from the sky behind the Conductor and DJ Grooves, joining their parade! The Parade Owls function as additional parade birds, mimicking the lead bird's attacks until they despawn. This can be an incredibly powerful option for combos... as long as you're careful not to rack up too much damage on yourself in the process.
Dan Hibiki (SFV)
Dan Hibiki
When the mixed martial artist Go Hibiki was brutally beaten to a pulp by the one-eyed man named Sagat, his son Dan swore to himself that he, too, would become a legendary martial artist, and one day exact vengeance against that one-eyed man!

Not even getting kicked out of the dojo of the legendary Gouken stopped him; combining what little he learned from Gouken with some Muay Thai, Dan developed his own trademarked fighting style.

With his new art of fighting, Saikyo-Ryu, Dan Hibiki sets out with a mission of dethroning the king of fighters. Saikyo~!
Ease of Use:✦✦✦✦
Properties
Dan is either reliable or unreliable, depending on how you look at it... His toolkit, despite seeming balanced, heavily favors whiff-punishes, as getting blocked usually leaves him open to punishment from his enemies; when he isn't utilizing his powered-up specials or spending meter, his shield damage is rather poor. Keeping track of Dan's "attack cycle" to unleash whatever version of his Gadoken and Koryuken you need at a given moment is vital to his fighting style. Statistically, he's pretty average; a middleweight whose movement is somewhat unremarkable outside of some unique approach options in his Forward and Back Specials.
Abilities
Saikyo-Ryu
Passive
Dan's simulacrums of Gouken's techniques are usually lacking, but every now and then when using these techniques he'll unleash a more powerful version of the attack that more closely resembles the original. While it may seem random, it's actually entirely predetermined; every fifth attack he throws out will be powered up, assuming that attack was a Gadoken or a Koryuken.
Gadoken
Special
Dan thrusts one arm forward and launches a fireball from his palm. The energy projectile has pathetic range and dissipates quickly, but can easily be linked into a second attack. Using the move in midair causes Dan to fire the Gadoken diagonally downwards.

When powered up, Gadouken becomes Haten Gadoken; this version travels much farther and hits three times. It's a decent option for locking shielding enemies in place while you try to go for a grab.
Dankukyaku
Forward + Special
Dan leaps forward with his knee extended. Successive button presses will cause him to perform up to two follow-up kicks, while still moving forwards and without falling.
Danretsuken
Back + Special
Dan lunges a short distance forwards and performs three quick gut-punches. If the move isn't blocked, he can choose to follow it up with either a straight punch that knocks the opponent backwards (Attack), or an upward jab that launches them skywards (Special). If it is blocked, though, he's left wide-open.
Koryuken
Up + Special
Dan performs a single-hit rising uppercut attack. Though it comes out decently quick, its recovery capability is limited - especially horizontally.

When powered up, Koryuken becomes Go Koryuken; using it will cause Dan to perform two multi-hitting uppercuts twice in a row. This has the side-effect of doubling the move's recovery potential.
Otokoboe
Down + Special
Dan raises his fist and jeers at his enemy. His fist can deal a bit of damage, and on hit he can cancel the taunt into any of his more powerful normals. Using this ability raises all players' Smaaash!! Gauges.
Buraiten
No Kamae
Roll + Special
Dan quickly rises into a crouch mid-roll and snaps his fingers in front of him. The snap can deal a small amount of damage to any nearby enemies, and has the added bonus of making even super-armored foes flinch. Like Otokoboe, this ability raises all players' Smaaash!! Gauges.
Haoh Gadoken
Smaaash!!
Dan crosses both arms in front of him, retaining the stance (and the single-hit super armor that comes with it) for as long as the Smaaash!! button is held. When the button is released, he uses both hands to fire off a giant slow-moving Gadoken. The Haoh Gadoken is the ultimate in projectile nullification, and hits multiple times. The more Dan charges up, the more punch the Haoh Gadoken will pack... especially against shields!
Hisshou Buraiten
Forward + Smaaash!!
Dan lunges a short distance directly forwards with one knee extended. On an unblocked hit, he'll catch the opponent in an extensive melee combo, ending in a flying uppercut. At the end of the cutscene, Dan will always land back on the stage and strike a pose, making landing Hisshou Buraiten an unorthodox recovery option.
Tenchi Saikyo
No Kata
Down + Smaaash!!
An Install Smaaash!! that, until it fades, causes all of Dan's Gadokens to become Haten Gadokens, and all of his Koryukens to become Go Koryukens. Each successive use of these special moves reduces the power-ups duration by a bit, though.
DmC Dante
Dante
An orphan who spent his entire life hounded by demonic forces hell-bent on his death. He picked up a knack for fighting from a young age... along with an irreverent attitude, a deep dissatisfaction with the state of the world, and doubts about his own humanity.

It turned out that he wasn't human - a chance meeting with his twin brother let him learn that his mother was an angel, and his father a demon. This made him a nephilim - a creature of unrivalled power that shouldn't have existed. He and his brother, the fellow nephilim Vergil, teamed up to topple the empire of Mundus - the king of the demons, the secret ruler of humanity, and the man who had slaughtered their parents.
Ease of Use:✦✦
Properties
Dante is the go-to combo video character. His extensive selection of normals and the impossible extensions enabled by moves like Angel Lift, Demon Pull, and Buy In can make for endless variety in how you flex on your opponent. However, he needs to rely on this combo potential to make up for his poor knockback and secure K.O.s, leaving him with a much higher skill floor than average. His neutral plan is a deceptively methodical one, using his mid-range tools to literally yank them into melee at the first sign of an opening.
Abilities
Nephilim's Power
Passive
Dante effectively has three Special Move selections to work with, and can rapidly switch between all three on the fly. The first utilizes his guns Ebony and Ivory, and can be used by pressing the Special button while he isn't Locked.

The other two movesets utilize his Angel Weapons and Demon Weapons, respectively; he'll use one of these two when using Special Moves while Locked, and he can swap between the two by using Realignment.
High Time
Up + Strong
Dante slashes Rebellion upwards, knocking the enemy high into the air. Holding up when inputting the move will cause Dante to rise up off the ground while slashing, pursuing the launched enemy into the air.
Ebony & Ivory
Special
Dante fires his dual pistols directly forwards. These fast-moving projectiles don't deal much damage, and their hitstun decays rapidly the longer Dante keeps firing them for. He can walk slowly forwards and backwards while firing.
Rain Storm
Up + Special
Dante leaps upwards while spinning rapidly and firing bullets around him. Holding the Special button will extend the move, causing Dante to turn downwards and angle his shots directly towards the ground, hitting enemies below him multiple times.
Realignment
Down + Special
Without interrupting the flow of his current action, Dante alternates his current mode between Angelic Mode and Demonic Mode. This Special can be used regardless of Dante's current mode.
Karma
Attack
Angelic Mode
Dante transforms Rebellion into a scythe and unleashes sweeping slashes. Pressing Attack multiple times unleashes a multi-hit combo attack.
Angel Lift
Special
Angelic Mode
Dante transforms Rebellion into a grappling hook and lashes it a modest distance forwards. Holding up will lash the grappling hook upwards instead. If the hook hits a ledge, he'll pull himself to it automatically. He can also latch onto enemies, pull himself to their position and leaping off of their heads for extra height.
Buy In
Forward + Special
Angelic Mode
Dante transforms Rebellion into a pair of cyclone blades and hurls them forwards. These cutting projectiles hit multiple times, chewing through enemy shields in the process. On hit, they can pull the enemy back towards Dante.
Prop Shredder
Back + Special
Angelic Mode
Dante transforms Rebellion into a scythe and spins it in one hand in front of him, juggling struck enemies in midair. Holding the Special button extends the attack for more hits, but ends with launching the enemy at an angle that can be harder to combo with.
Judgment
Attack
Demonic Mode
Dante transforms Rebellion into a greataxe and swings it forwards in a slow but powerful attack. Pressing Attack multiple times releashes a three-hit combo attack, with the final hit dealing particularly high damage.
Demon Pull
Special
Demonic Mode
This Special functions almost identically to Angel Lift - it's a mid-range grappling hook attack that can aimed either forwards or upwards. It has one key difference: when Dante latches onto an enemy, he'll instead pull them down to his level, then kick them away horizontally.
Flush
Forward + Special
Demonic Mode
Dante transforms Rebellion into a greataxe and swings it downwards, transforming the axe's head into an energy projectile that flies forwards at high speed. The axe head is affected by gravity, making it difficult to use in air-to-air combat without precise aim, but it deals heavy damage.
Uppercut
Back + Special
Demonic Mode
Dante transforms Rebellion into a pair of deformed fists, pulls one back, and swings it upwards. The attack can be charged up to set tiers to increase its power and alter its properties. At the second tier, it becomes a rising uppercut. At the third, it becomes two back-to-back rising uppercuts... as well as one of Dante's most powerful attacks.
Kablooey
Forward + Smaaash!!
Dante fires a dart imbued with demonic energy from a bulky handgun. The dart remains embedded in whatever it hits, and can be detonated on-command by pressing the Smaaash!! button without any other direction inputted. The explosion released on detonation can deal heavy damage. Though he's limited in how quickly he can fire off darts by his access to meter, there is no limit to how many darts Dante can have on-screen at a time.
Devil Trigger
Down + Smaaash!!
The entire battlefield surges with demonic power, launching grounded enemies high into the air and suspending them there until they're struck. While Dante's Devil Trigger is active, his attacks deal decreased knockback, his enemies move slower, and his Angel Lift and Demon Pull will both automatically aim towards the closest enemy. This power-up only lasts for a few fleeting seconds, but makes it possible to rack up incredible damage with otherwise-impossible aerial combos.
Giant Dark Bowser x10
Dark Bowser
A long time ago, an artifact called the Dark Star was found in an archaeological dig by the Mushroom Kingdom. It was filled with an unfathomable, evil power, and for the longest time was kept sealed underneath Toad Town.

The Dark Star was freed from captivity and awakened by a villain named Fawful, who absorbed some of its power. In a bid to regain some of its strength, the Dark Star fled into the body of Bowser, absorbing his DNA to create a new body for itself - Dark Bowser.

The Dark Star was able to reclaim its full power after merging with Fawful, who was reduced to an insect-like form after being defeated by Bowser. When Dark Bowser inhaled the remains of Fawful, they were transformed into the Dark Star Core - the heart of Dark Bowser's power.

With the full might of the Dark Star totally restored, the only thing left standing between Dark Bowser and entrenching the world in endless nightmares was the original King of the Koopas, and the two plumbers who had been secretly helping him along the way...
Ease of Use:✦✦✦✦✦
Properties
With power and durability befitting a final boss, Dark Bowser's favored tactic is to curl up into a Spike Ball, rush in, and then strike fear into the hearts of enemies with his incredible close-range power. Getting him off-stage can be a death sentence, but his innately high knockback resistance, super armor, and the buffs from Dark Power give him excellent on-stage survivability. His ace-in-the-hole, Dark Star Core, literally transforms him into a boss, and tasks his victims with surviving an onslaught of fast attacks with incredible range.
Abilities
Dark Power
Passive
When Dark Bowser enters Rage, he regains a small chunk of health, he nearly doubles in size, and his knockback resistance increases noticeably for the remainder of the life.
K.O. Punch
Forward + Strong
Dark Bowser unleashes a lunging jab, sending him charging across the ground. The distance of the lunge is unaffected by how long the attack is charged, making it a fairly reliable approach option. It, and all of Dark Bowser's other Strong attacks, have limited super armor.
Shadow Cage
Up + Throw
When throwing a grabbed enemy upwards, Dark Bowser conjures a cave of dark energy around them, which he suspends in the air above his head. Occupants of a Shadow Cage can still perform grounded attacks, but are immobile until they manage to escape it. The cage will shatter when it takes enough damage from the one inside, as soon as it's struck by somebody outside, or after a couple seconds.
Dark
Fire Breath
Special
Dark Bowser spits out a ball of purple flame as a burning projectile. The projectile is angled slightly downwards, making it okay for snuffing recovery attempts at the cost of some horizontal range. Holding the Special button causes Dark Bowser to suck in breath, letting him inhale incoming projectiles to nullify them while increasing the size and power of the fireball when he finally unleashes it.
Body Slam
Up + Special
Dark Bowser curls up, leaps a short distance into the air, then dives downwards at high speeds. On impact with the ground, he releases a massive shockwave. If he hits an enemy, he'll bounce upwards off of their head. Normally, he will uncurl at the attack's end, but holding the Special button will cause him to stay curled up, as if he'd used Spike Ball.

This move can barely be called a recovery option; the height gained from it is barely anything, and if Dark Bowser fails to grab a ledge, the diving portion will cause him to lose more height than he gained.
Spike Ball
Down + Special
Dark Bowser curls up into a perfect sphere like an armadillo, spikes protruding all around him. He remains in this state until he uses any attack other than Body Slam, performs a double-jump, shields, dodges, or grabs.

As a spiked ball, Dark Bowser can roll around at unusually high speeds, damaging enemies just by plowing through them. He won't flinch when hit by weaker projectiles, and gains a single hit of super armor against physical attacks when he reaches max speed.
Dark Star Core
Smaaash!!
Dark Bowser sucks in a massive breath, dark clouds spiralling towards his mouth in a massive cone. Enemies caught into the whirlwind will be shrunk down by dark power and pulled into Dark Bowser's body, where the Dark Star Core waits.

For several seconds, captured players must survive against Dark Star Core, which can be commanded to perform various high-power attacks with controller inputs from Dark Bowser. Enemies K.O.'d while inside of Dark Bowser will respawn inside Dark Bowser. At the end of the move's duration, Dark Bowser will cough out all the captured players.
Demeeho
Demonee-Ho
Once upon a time, there was a naive young Jack Frost who admired the soldiers of a certain expedition team. He got his hands on a copy of their advanced strength-enhancing suit, the Demonica, and dedicated himself to mastering it. The end result of this grueling training was Demonee-Ho, the perfect soldier.

He's an honorary member of the Schwarzwelt Investigation T?eam, he's renowned across the world for his 100% mission success rate, and in his spare time he helps to train the next generation of soldiers using the techniques he figured out on his own. He can sometimes come across as a bit crass and harsh, though, especially if you underestimate him...

True heroes always show up late.
Ease of Use:✦✦✦✦
Properties
A shrimpy midweight fighter with an overall balanced set of stats, Demonee-Ho utilizes the kickback of his gun (and even the force of his icy breath!) to enhance his mobility and leap around the battlefield while putting out hitboxes, giving him a dominant presence in halting the enemy's approach. Once he has an upper hand, his gameplan will usually involve getting Smirk as quickly as possible, then utilizing it in tandem with his combo-extending Demon Co-Op attack to dish out some uniquely stylish and high-mobility combos.
Abilities
Smirk
Passive
Upon dealing a large amount of knockback to an enemy or using Smile Charge, Demonee-Ho temporarily gains the Smirk status. Smirk increases his movement speed, his jump height, and his knockback resistance. It also grants additional properties to his gunshot attacks.
Iron Judgement
Forward + Strong
Demonee-Ho raises his gun and slams the butt of it down in front of him, hitting twice. The move is unusually effective against shields.
Demon Co-Op
Special
(after an attack)
At the end of any other attack, pressing the Special button will cause Demonee-Ho to follow it up with a quick-but-weak gunshot aimed at the opponent's current position, tacking on a little bit of extra damage but no additional knockback.

When Demonee-Ho has Smirk, Demon Co-Op is faster, deals more damage, and actually deals knockback as well. Use it to reset the enemy after a high-knockback attack to continue a combo, or to finish them off when they're just barely on the screen's edge.
Blank Bullet
Forward + Special
Demonee-Ho fires a shotgun-like burst directly forwards from his gun, dealing damage in a small cone in front of him and knocking foes backwards. Enemies struck by the attack will be briefly left in a "Fear" state, where their attacks will always be out-prioritized by Demonee-Ho's, and it takes significantly less to gain Smirk from attacking them. In midair, the shotgun blast propels Demonee-Ho slightly backwards, giving it some niche uses in recovery.

When Demonee-Ho has Smirk, the shotgun burst has greatly increased horizontal reach.
Breath
Up + Special
Demonee-Ho raises his mask and exhales a stream of icy breath in front of him, hitting multiple times and pushing himself slightly backwards. If an enemy takes too many hits from this attack, the last one will freeze them solid.

In midair, he breathes directly downwards to propel himself through the air, and the breath can be redirected mid-flight using the control stick.
Javelin Rain
Down + Special
Demonee-Ho points his gun downwards and fires a thin, fast-moving gunshot directly towards the ground, which releases a damaging splash on impact. On the ground, the move propels Demonee-Ho a short distance into the air.

When Demonee-Ho has Smirk, he fires three shots in quick succession.
Desperate Hit
Smaaash!!
For a short time, a conical emerald beam will extend outwards in front of Demonee-Ho's visor. When an enemy is within this beam's area, Demonee-Ho will automatically fire a multitude of weak shots from his gun that home in directly on this enemy.
Hamaon Ray
Up + Smaaash!!
Demonee-Ho calls in an orbital strike infused with holy power from a magitech satellite above the field. When the Smaaash!! button is released, the orbital strike will fall in the position Demonee-Ho was in when the attack was used, hitting multiple times.
Smile Charge
Down + Smaaash!!
Demonee-Ho releases a short-range pulse of power from his Demonica suit, launching nearby enemies directly away from him. Regardless of whether the move hits or not, Smile Charge will put Demonee-Ho into the Smirk state for an extended period.
Dimple2x
Dimple
Dimple wants to become a god, and have all of humanity worshiping him. The evil spirit spent decades building up his power by consuming the essence of other spirits, and hypnotizing humans en masse to follow him and recruit others... His cult, (LOL), was rapidly building up influence in Seasoning City.

And then he picked a fight with a boy whose hair looked sort of like a helmet.

Stripped of nearly all his remaining power, and confronted with a power greater than any evil spirit, Dimple had to approach his goal from a different angle. In order to become a god, he plotted to possess the body of the esper known as Mob, or at the very least to mold Mob himself into a god that he can manipulate from the shadows... But, somewhere along the way, he ended up becoming a close friend and reliable ally to Mob.
Ease of Use:
Properties
In Dimple's weakened form, he's just a little wisp with very little stopping power of his own and the lightest weight class in the game. He's heavily reliant on misdirection and dirty play in order to make any progress in a fight. The biggest trick in that book is his ability to steal the enemy's body, controlling it for a short time. With enough meter, he can take permanent control over the body, improving his durability and giving him even more opportunities to toy with his foe.
Abilities
Possession
Grab
With his tiny body, Dimple isn't likely to be doing any throwing. So, instead of having a traditional grab, Dimple is able to possess an enemy's body. During possession, he can use any of the enemy's moves except for their Smaaash!! Attacks, and a portion of the damage he takes is also dealt to the possessed enemy. The enemy can still mash out of Possession, and while it's easier than normal at lower percentages, it also becomes harder than normal at higher percentages.
Ditched
Taunt
Possession
Because only a second-rate spirit would let the body he's possessing get harmed. Pressing the Taunt button while in a possessed body will cause Dimple to ditch the body, causing his victim to slowly crumple to the ground. If he had Total Control over his body, it remains on the battlefield for a short time, giving him an opportunity to repossess it; if he waits too long, or if it gets K.O.'d, then the body disappears for good.

When ditching the body, Dimple pops out of the top of it, gaining a surprising amount of height. Ditching a possessed body can make for a strong emergency recovery option when See Ya! doesn't cut it.
Total Control
Smaaash!!
Possession
A Smaaash!! Attack that can only be used when possessing the body of an enemy at critical health (150% in regular play). With a roar, Dimple forces the body's normal occupant out of it as a spirit, instantly K.O.ing them and causing them to respawn in a new body. Dimple remains in their old body, and gains access to all their Smaaash!! Attacks while in it. Damage he takes in it will no longer be inflicted on the original owner, though.
Wraither Overrun
Special
Dimple begins charging spiritual energy in his mouth. Shielding, dodging, or reaching maximum charge will automatically store the current charge for later use. Press the Special button again while charging, and Dimple will spit out a wide spread of emerald energy blasts. The more he charges up, the more shots he'll fire off.
Wraither Beam
Special (max charge)
Charging up Wraither Overrun for a sufficient amount of time will transform it into Wraither Beam! When the Special button is pressed, Dimple unleashes a beam attack that pierces straight through enemies' bodies and hits multiple times.
Smokescreen
Forward + Special
Dimple spews out a cloud of smoke, obscuring a portion of the battlefield. Dimple is completely invisible while inside one of his smokescreens, unless he attacks. He's also completely silent, which can be a boon depending on how much he annoys you.
Power Steal
Back + Special
Dimple darts a very short distance forwards. If he hits a projectile, he'll absorb it to regain some health. If he hits an enemy, he'll fly through their body, consuming some of their health to restore his own and sending them flying in the direction he came from. This is a hitgrab, not a command grab; it can be blocked.

Power Steal can be used to repossess bodies that Dimple's gained Total Control over.
See Ya!
Up + Special
Dimple gives the enemy a jaunty wave, says "see ya!", and vanishes. He reappears a fair distance away shortly afterwards. A teleport-type move that can be aimed with the control stick, and lets Dimple act again remarkably soon after reappearing. Pressing an attack button during the move makes Dimple perform a damaging punch when he reappears, at the cost of some actual endlag.

Teleporting to a body Dimple's gained Total Control over will instantly repossess it. Additionally, Dimple's disappearance is completely silent if he warps out of a smokescreen, and his reappearance is silent when warping into one.
100% Power
Wraither Beam
Smaaash!!
Limbs explode out of Dimple's body as he briefly regains his statuesque and muscular true form. He charges up a massive Wraither Beam in his mouth and fires it forwards, dealing rapid damage to enemies in its path. He can slowly aim the beam up or down with the control stick.

Holding the Smaaash!! button will cause Dimple to charge up energy. Once he's charged enough, he'll instead use...
Godly Beam
Smaaash!! (hold)
Dimple transforms into a statuesque gold-skinned being, and fires a golden Wraither Beam from his mouth. Godly Beam is more narrow than Wraither Beam, but it hits harder, lasts longer, and Dimple protects himself with a Godly Barrier while using it. At the attack's end, struck enemies explode in a blast of raw psychic power, sending them hurtling away.
DrCoyle
Dr. Coyle
The secretive and ambitious director of ARMS Labs, and a nearly unparalleled scientific genius. Her employees don't actually know very much about her; rumor says she has over fifty doctorates... and can't taste food, which would explain the state their cafeteria is in.

Dr. Coyle was fascinated with ARMS from a young age, and has dedicated her existence to becoming the most powerful fighter in the world. To achieve this, she has created gadgets that enhance her abilities, and subjected herself to experimental augmentations. Though her methods are shady, she isn't really "nefarious"... just a bit obsessed.
Ease of Use:
Properties
Dr. Coyle is a bizarre long-range pugilist whose unorthodox moves let her harry foes from across the stage with slow but powerful attacks. Her domination is enhanced by tools like her levitation, which gives her unique access to grounded defensive options while "in the air," and her invisibility, which can make her ranged pressure even more terrifying to deal with.
Abilities
Levitation
Passive
Even while grounded, Dr. Coyle levitates a very short distance above the ground. Pressing up causes her to raise a short distance off the ground, levitating higher in the air without actually being counted as "airborne." Pressing down returns her to ground level. She can't levitate like this while off-stage; as soon as she walks off, she'll start falling normally.
Invisibility
Passive
When Shielding or getting up from a knocked-down state, pressing the Special button will cause Dr. Coyle to activate optical camouflage, disappearing from sight for a short time. She'll reappear early if she deals or receives any damage.
Punch
Attack
or
Special
Dr. Coyle extends one of her ARMS forwards in a slow punching attack with incredible horizontal reach. The Attack button punches with her left arm, which is always a Lokjaw, while the Special button punches with her right arm. She can't turn around or levitate up or down while punching; instead, holding up or down on the control stick will angle her current punch upwards or downwards.

Holding the Attack or Special button when inputting Punch will cause Coyle to charge up power in the chosen ARM. ARMS have two tiers of charge; the first grants Punch special properties based on the ARM used, while the second causes a duplicate ARM to sprout from Coyle's shoulder. A fully-charged Punch can cover a terrifying amount of space.
  • Lokjaw: A face-shaped ARM created using a prototype of Hedlok. Lokjaw attacks are slower than other ARMS attacks, but pack even more punch.
    When charged, instead of throwing a punch, Coyle only thrusts the ARM only a short distance forwards before firing a slow-moving crimson projectile from the jaws. The projectile explodes on contact with surfaces or enemies. At point-blank, the initial ARM thrust can deal damage.
  • Parabola: A conical ARM that opens up like an umbrella. While it's normally Coyle's fastest ARM, ressing the Special button a second time during attacks with the Parabola will cause it to open in a burst of sparks, dealing extra damage and slowing down the attack. An open Parabola can block oncoming attacks.
    When charged, the Parabola becomes electrified, letting it stun enemies briefly on hit.
  • Brrchuk: An ARM holding a set of nunchuks. When punching with the Brrchuk equipped, Coyle spins the Brrchuk, hitting multiple times.
    Charging up the Brrchuk imbues it with icy power. Hitting enough times in a row with a charged Brrchuk will freeze the victim solid.
Lokjaw Launch
Up + Special
Dr. Coyle performs a rising uppercut with her left ARM. If she hits an enemy mid-ascent, she'll grab onto them and envelop them in a sphere of dark energy, then uppercut straight through them for even more height and even more damage.
ARMS Change
Down + Special
Dr. Coyle toggles her right arm between one of her three ARMS. The cycle is always the same - Lokjaw, Parabola, Brrchuk, then back to Lokjaw.
Rush
Smaaash!!
Dr. Coyle enters a super-charged state for only a couple seconds, motes of yellow light cascading from her body. While Rush is active, mashing Attack and Special will unleash super-powerful ARMS attacks at incredibly high speed, with the final punch sending the enemy flying. As always, the attack's nature is based on the ARM used.
  • Lokjaw: During Rush, Lokjaw functions similarly to when it's charged - first a short thrust forwards that can hit the enemy at point-blank, then the ARM spits out an explosive projectile. The projectiles are even bigger and stronger in Rush, though.
  • Parabola: Parabola's attacks move at lightning speed during rush, and the ARM will open up automatically when it hits the enemy to deal extra damage.
  • Brrchuk: Punches from the Brrchuk fire off multi-hit energy waves during Rush. These waves are faster than Lokjaw's explosive shots, though they don't have the same explosive damagr. A final punch from the Brrchuk doesn't have the same launching power as the other two, but freezes the enemy.
Hedlok
Down + Smaaash!!
Dr. Coyle's greatest creation, the sentient headwear Hedlok, clamps onto her head and sprouts its four extra pairs of ARMS. For a short time after using this Smaaash!! Attack, all of Coyle's Punches launch two extra pairs of ARMS each, giving them increased damage and vertical range.
Roa ell portrait
Elliana
Elliana dreamed of joining the Air Armada - the Air Nation's military - and flying through the air. Despite her applications being rejected, she persisted, eventually becoming a self-taught engineer and creating a glider that let her take to the skies.

Her ingenuity was met with further rejection, on the grounds that a snake like her "belonged" on the ground. So, she sought out a brilliant mechanic to help her build a steam-powered flying machine... and then she quickly armed it with every weapon she could fit into it.

The Air Armada had crushed Elliana's dream. So she was going to crush them in turn.
Ease of Use:✦✦
Properties
Elliana's high weight and large hurtbox make her easy prey for combos, and requires her to move carefully in neutral using her myriad projectiles and movement options. Once she has an opening, however, she can unleash explosions of damage - often literally - to leave opponents reeling. Careful management of her Overheat state is a must; entering it early locks her out of her most important moves, but entering it at the exact right moment rewards her with high-power Strong attacks that can be used in midair to finish an enemy off.
Abilities
Heat Gauge
Passive
Elliana's Smaaash!! Gauge fills significantly faster than many other fighters', and simply performing certain actions will generate meter regardless of whether they hit or miss. However, when Elliana's Smaaash!! Gauge is completely filled, she immediately becomes Overheated, turning her Smaaash!! Gauge into a timer indicating Overheat's duration. While Overheated, she can't Hover or Hover Attack, and all her Special Moves except Abandon Ship are disabled, but her knockback with her remaining moves is slightly increased and she gains different Strong Attacks with higher power.

When Elliana isn't Overheated, her Smaaash!! Gauge will gradually drain while she's on the ground, and can also be reduced with Strong Attacks, throws, or Abandon Ship. She will also rapidly lose meter while frozen.

Effects that would improve meter gain for other characters will instead reduce it for Elliana, and effects that disable her Smaaash!! Gauge will cause her to become Overheated for their duration.
Hover
Double Jump
Not Overheated
Instead of a double jump, Elliana can use her mech's propellers to gradually halting his fall and boosting him upwards. Holding the Jump button will keep the propellers deployed, but using it generates meter and risks Overheat.
Hover Attack
Attack (hold)
in midair
Not Overheated
Holding the Attack button while using any aerial will cause Elliana to gain a little bit of height during the attack and generate a little Smaaash!! Gauge.
Cannon Fodder
Grab
or
Up + Attack
When Elliana grabs, she shoots a grappling hook in front of her, letting her grab enemies from a distance. Her up tilt fires the grappling hook high into the air, which can grab enemies directly above her.

Elliana's throws fire the enemy out of a cannon built into her mech. All of her throws reduce her Smaaash!! Gauge when used.
Letting Off Steam
Strong
All of Elliana's Strong Attacks will vent steam from her mech, creating lingering clouds that rapidly damage and stun enemies that touch them. Clouds can be pushed around by any fighter's attacks.

When Elliana is Overheated, her Strong Attacks instead unleash bursts of flame, hitting once for heavy damage.

Regardless of whether Elliana is or isn't Overheated, her Strong Attacks reduce her Smaaash!! Gauge on use, making them useful for managing Overheat. The attacks can also be used in midair, and will affect Elliana's air momentum.
Rocket Fist
Special
Not Overheated
Elliana fires one of her mech's fists forwards. The fist flies a set distance forwards before exploding, but will explode early if it hits stage geometry. During the move's startup, Elliana can aim the projectile in any direction.

Using Rocket Fist will generate some Smaaash!! Gauge.
Guided Missile
Forward + Special
Not Overheated
Elliana fires a fast-moving missile directly forwards. While the missile is on the screen, it can be aimed in any direction using inputs from the control stick.

Holding the Special button when inputting the move will charge the missile up, increasing its size and damage but significantly reducing its ability to change directions.

Using Guided Missile will generate some Smaaash!! Gauge.
Abandon Ship
Up + Special
Elliana launches herself out of her mech and into the air, emptying the Smaaash!! Gauge and ending Overheat. She is left in a vulnerable state, unable to attack, until she lands back on the stage and is able to rebuild her mech.

The mech she ejected out of will be left behind, and gradually build up heat until it self-destructs. The higher the Smaaash!! Gauge was when Elliana ejected, the less time it'll take for the mech to self-destruct. It will always self-destruct as soon as possible if used while Overheated.
Mine Lay
Down + Special
Not Overheated
Elliana drops a mine underneath her mech. The mine will latch onto any floors or enemies it lands on, and become active shortly afterwards. An active mine can be detonated with Rocket Fist for a giant single-hit explosion, or with Guided Missile for a three-hit explosion that can be comboed off of.

When Elliana hits a mine on the floor with her down tilt, she can knock it back into the air, then juggle it with her other attacks.

Using Mine Lay will generate some Smaaash!! Gauge.
Engine Overdrive
Smaaash!! (hold)
Whenever the Smaaash!! attack button is being held, she will gradually generate meter. This can be used to force an Overheat when desired, or to remain in Overheat for a moment longer.
EVA01 ArtistUnknown Transparent
EVA-01
On September 13th, 2000, an experiment was conducted in Antarctica where a fragment of human DNA was injected into a being excavated there called Adam. The resulting explosion, now called the Second Impact, annihilated nearly everyone present. The seas rose as icecaps instantly melted, turning blood-red and killing all marine life, and humanity was ravaged by floods and tsunamis.

According to an ancient prophecy, fifteen years after this cataclysm, humanity would come under attack by powerful beings called Angels. However, research into Adam and its "counterpart" Lilith allowed them to create the Evangelions - giant humanoids, neither biological nor mechanical, created for the express purpose of battling Angels... and, secretly, for catalyzing the forcible evolution of mankind.

EVA-01 is the "Test Type" Evangelion, unique due to its peculiar origins. It's reluctantly piloted by Shinji Ikari: an awkward and introverted boy consumed by loathing of both himself and his father, Gendo, the "creator" of the Evangelions.
Ease of Use:✦✦
Properties
EVA-01 stands at nearly double the height of most humanoid fighters, making it the largest fighter in re:Umbral Endeavor by a tremendous margin. With this size comes fantastic space control with its long limbs and big hitboxes, but in exchange it's also a very easy-to-hit target. Its toolkit is focused around leveraging its size offensively, while mitigating its defensive detriments by using A.T. Field to gain super armor and Umbilical Cable to mitigate knockback. Its metered options let it press an offensive while recovering either its health or its defensive resources.
Abilities
Sync Rate
Passive
EVA-01 has a Sync Rate Gauge, located in its HUD near the Smaaash!! Gauge. This meter has five segments, and fills up passively over time, but can be filled up faster in certain circumstances. The Sync Rate Gauge can be spent to use A.T. Field.
Progressive
Knife
Attack
Many of EVA-01's normals utilize a giant high-tech knife. It uses its entire arm for most attacks, giving them large hitboxes, but they tend to have sweetspots around the knife's blade that grant it an extra boost to its Sync Rate.
Savagery
Strong
EVA-01's Strong attacks are hitgrabs; on an unblocked hit, it will grab an opponent and brutally hurl them aside.
A.T. Field
Special
EVA-01 empties its Sync Rate Gauge to generate an A.T. Field that reduces incoming damage and grants EVA-01 super armor. This unique Special Move can be activated while in other attacks' animations without interrupting them.

The A.T. Field grants one hit of super armor for each segment of the Sync Rate Gauge that was filled when the move was used. The remaining hits are indicated by the number of octagons that make up the Field, and the Field fades after all of the super armor has been spent.
Wild Rampage
Forward + Special
EVA-01 leaps forwards while grabbing in front of it. If it catches an enemy, it will carry them to the end of its leap, then slam them into the ground to launch them upwards, filling the Sync Rate Gauge a little in the process. If it carries the enemy to the blast zone, it'll be K.O.'d before they are.

Wild Rampage has some versatility in recovery; if EVA-01 collides with a wall mid-leap, it'll grab onto the side and fling itself upwards.
Umbilical Cable
Down + Special
EVA-01 pulls a length of cable from its neck and slams it into the ground, tethering itself to the floor. When it gets knocked far enough from the spot where the Umbilical Cable was planted, the cable will be pulled loose, and its flight speed will be abruptly reduced. Having an Umbilical Cable plugged in also accelerates the speed at which the Sync Rate Gauge fills, making it a vital survival tool.
Positron Cannon
Smaaash!!
EVA-01 unveils a massive rifle and begins diverting massive amounts of power into it, temporarily accelerating its Sync Rate Gauge fill speed. Pressing the Smaaash!! Attack button again in this stance will cause it to fire the rifle, unleashing a thin multi-hit beam of energy that deals increased damage the longer EVA-01 is able to charge for.

EVA-01 can also cancel out of the stance by jumping or shielding; though it won't regain the meter spent to enter the stance in the first place, it will still leave with more Sync Rate than before.
Berserk Mode
Back + Smaaash!!
Clawing at its face, EVA-01 manages to open its jaws and lets out a terrifying roar as it wrests control from its pilot. This marks its entry of Berserk Mode, an Install-type status that greatly increases its movement speed, boosts its knockback resistance, increases the speed of Wild Rampage and its Strong attacks, and lets it regain health whenever it deals damage with either one.
Fighter-Uprising
Fighter
One of countless masked warriors wielding celestial weaponry. It is unknown whether the Fighters are humans or angels, but they compete in divine sports in Skyworld to amuse the gods. The highest of these sports is Light vs. Dark, a 3-versus-3 battle where the goal is to deplete the opposing team's points to lure out their angel, and then defeat the angel in combat to win.
Ease of Use:✦✦✦✦
Properties
A balanced and adaptable combatant that performs well in neutral with his arsenal of projectiles, along with his ability to temporarily enhance them with his Powers. The Fighter can be something of a glass cannon, owed in part to his poor recovery. When he's on his last legs, though, he takes the form of a legendary angelic warrior, enhancing his combat ability.
Abilities
Light vs. Dark
Passive
When the Fighter is in Last Stand, he transforms into Pit (or Dark Pit, depending on the costume used) for the remainder of the match. In this form, he gains the ability to double-jump multiple times in midair, he moves faster, he deals slightly more damage with attacks, and his Powers last a bit longer and come off cooldown a bit sooner.

This transformation occurs regardless of whether Last Stand is enabled or disabled in the match's settings.
First Blade
Attack
The Fighter performs a three-hit combo attack with the gun-like First Blade. Holding the attack button during any of the hits will cause the Fighter to pause mid-attack and fire a shotgun-like burst from the First Blade, launching the struck enemy away. Each hit of the combo will launch the enemy in a slightly different direction.
Magnus Club
Back + Attack
The Fighter swings the giant Magnus Club forwards in front of him. Pressing the attack button a second time during the move will cause him to swing it again. Each swing is a slow but giant attack that can reflect projectiles.
Silver Bow
Strong
All of the Fighter's Strong attacks have him shoot a magic arrow from a Silver Bow. These Strong attacks have great disjoint, and can home in slightly on enemies, but their damage and knockback decreases as the arrows fly, and won't deal any knockback at all near the end of their range.
Aurum Palm
Special
The Fighter charges up power in his palm, then fires it forwards as an energy blast. The projectile can be charged to increase the shot's size and power in exchange for some range, and the attack's charge can be stored for later by shielding, rolling, or jumping. The move is notable for its ability to reach max charge significantly faster than similar specials.
Dynamo Cannon
Forward + Special
The Fighter swings a Dynamo Cannon on his arm in front of him, firing off a ball of electricity that can be angled upwards or downwards using the control stick. When the electric ball reaches its maximum range or hits a surface, it freezes in that spot, then suddenly expands outwards before fading.
Sky Jump
Up + Special
The Fighter launches himself upwards in a burst of harmless magical power, granting a modest amount of height while dealing no damage. The jump can be angled left or right.

Holding the attack button delays the move's startup briefly, but launches the Fighter higher and turns the burst of magic into an explosion that can damage enemies; this version of the move is called Rocket Jump.
Powers
Down + Special
The Fighter pulls up a wheel of eight special Powers around himself, and can select one to use with the control stick. The chosen Power will apply a special effect to the Fighter. Each Power only lasts for a couple seconds, will be overwritten by any new Power selected, and has a cooldown period during which it cannot be re-selected.
  • Homing Boost: Projectiles home in slightly on enemies. In the case of the Silver Bow, its existing homing ability is enhanced.
  • Slip Shot: Projectiles can pass through barriers and stage geometry.
  • Burn Attack: Projectiles set struck enemies on fire, dealing a little bit of extra damage over time.
  • Paralyze Attack: Projectiles briefly paralyze struck enemies, freezing them in place briefly before they're sent flying.
  • Eggplant/Tempura Attack: The next projectile attack will turn whoever it hits into an eggplant or a shrimp tempura (which one is determined by the Fighter's costume), preventing them from attacking for 2-3 seconds. Don't miss, or the effect will be wasted.
  • Power Thief: Non-projectile attacks generate more Smaaash!! Gauge.
  • Transparency: The Fighter becomes invisible.
  • Item Vacuum: Nearby items are pulled towards the Fighter.
Mega Laser
Smaaash!!
The Fighter unleashes an enormous multi-hit laser that stretches across the screen. The beam doesn't last for very long, and can't be aimed up or down, but the Fighter can move around after firing the beam.
Interference
Up + Smaaash!!
The Fighter summons a magical orb into the air above him. The orb creates a field of light around it. When enemies are in this field, their Smaaash!! Gauge is disabled, preventing it from filling up or being used.
Spite
Taunt + Smaaash!!
The Fighter releases a massive explosion from his body, dealing damage to surrounding enemies relative to the amount of damage he took during that stock. This unique Smaaash!! Attack doesn't cost any meter to use; instead, it instantly K.O.s the Fighter.
487Giratina BDSP
Giratina
At the dawn of creation, three Pokémon were created. Giratina, the third of these divine Pokémon, was thought to have been banished from our world for its violent temperament. It now resides in the Distortion World, a dimension opposite and yet equal to the Pokémon World, where space and time flow in strange ways.

Though it was once bitter about its banishment, centuries of solitude has mellowed it, and now Giratina is content to watch over the Pokémon World from afar, almost like a guardian angel. When disasters threaten the fabric of time and space, it has been known to tear open passageways back into the real world in order to intercede and prevent the destruction of reality.
Ease of Use:✦✦✦✦
Properties
A mid-to-heavyweight grappler with a brutal, no-mercy playstyle. With moves like Dragon Breath, Destiny Bond, and Gravity, Giratina strikes fear into the hearts of offstage opponents from the comfort of the battlefield, snuffing out their recoveries and taking them straight to the bottom of the screen. Many of its non-grab attacks have a serious weakness to being blocked, where their above-average recovery leaves it at a disadvantage, but when it does successfully land one of its command-grab moves, big damage is sure to follow.
Abilities
Dragon Claw
Forward + Strong
Giratina sweeps one of its wings upwards, grabbing an enemy on hit and brutally slamming them into the ground. This is a hitgrab attack, rather than a true grab; shields work against it just fine.
Earth Power
Down + Strong
Giratina slams one foot into the ground, cracking the earth and creating a geyser of flame to launch enemies into the air. The move is unusually effective against shields, if you can get close enough to make it hit.
Dragon Breath
Special
Giratina thrusts its neck forwards, firing off a tornado that deals rapid damage. The projectile doesn't have much reach, but it creates a windbox in front of it that pushes enemies ever-so-slightly backwards.
Destiny Bond
Forward + Special
Giratina spreads its wings, then rushes directly forwards. If it collides with an enemy, it will wrap its wings around them, teleport into the air above both their heads, and divebomb downwards at incredible speed, slamming them both into the ground. Giratina can be shifted left and right mid-dive. If they happen to dive off the edge, the enemy will be K.O.'d before Giratina.
Shadow Shift
Up + Special
Giratina wraps its wings around its body and vanishes, becoming a shadowy silhouette vaguely resembling its Origin Forme. About half a second later, it darts in the direction the control stick is being held in, reappearing in another spot in an explosion of shadowy power. A teleportation-style move that doesn't travel quite as far as others, but makes up for it by hitting a little bit harder.
Scary Face
Down + Special
Giratina raises its wings over its face, then pulls them back and roars. If an enemy is directly in front of it and facing towards it, that enemy will be paralyzed and left wide-open.
Shadow Force
Smaaash!!
Giratina turns forwards, spreads its wings outwards, and sweeps them upwards towards its head in a grabbing attack that covers all sides. If it succeeds in grabbing the enemy, they'll dive into the ground, re-emerging from a portal that forms overhead. Before they collide with the ground, another portal opens, spitting them out from the first portal, before Giratina finally slams the enemy into the ground at terminal velocity for huge damage.
Gravity
Down + Smaaash!!
Giratina rears up and stomps its front legs into the ground with enough force to generate a reality-warping shockwave that extends outwards from its position. Airborne enemies that get hit by the shockwave will be launched directly downwards at incredible speed.
Slap City Goddes
Goddess of Explosions
Her title says it all - she's a goddess with dominion over combustion in all its most flashy and bombastic forms. She also "rules" the kingdom of Explodia alongside her husband Bear Miner, who mines bears.

The Goddess of Explosions has zero interest in most mortals, and finds their day-to-day lives incredibly boring. So, she entertains herself by turning crates and barrels into explosive crates and barrels, hiding in secret levels, and gifting her daughters with the power to annihilate the known universe just so they can satisfy their petty grudges.
Ease of Use:
Properties
The Goddess of Explosions fights with uncontrollable speed and fittingly explosive damage output. Her skill floor is shockingly high simply due to how hard it can be to move around with her without falling off of the battlefield, but players who master her get to pull off some of the most dynamic, difficult, and downright awesome combos in the game. However, her most powerful attack - her Goddess Buster Smaaash!! Attack - is locked behind grabbing the enemy, which can be extraordinarily difficult with her slow, short-range grab.
Abilities
More Explosions!!
Passive
Whenever the Goddess touches an item that has even the slightest chance of exploding, such as a crate, it becomes guaranteed to explode. It doesn't matter who destroys it or how long it takes to be destroyed; exploding becomes its destiny if she even so much as grazes it.
Clutch
Passive
When using certain attacks, quickly tapping the Smaaash!! attack button will cause the Goddess to switch directions and instantly reverse her current horizontal momentum. Knowing when and how to apply Clutch is a key part of her high-mobility playstyle.
Full Throttle
Forward + Strong
While charging this Strong attack, the Goddess rushes forwards across the ground at very high speed. If this movement would cause her to become airborne, she'll retain her incredible momentum. Clutch can be used during this attack.
Explosion
Special
The Goddess thrusts one arm forwards, conjuring a large explosion in the space directly in front of her. It's a straightforward attack with a large, disjointed hitbox. Clutch can be used during this attack.
Meteor Puncher
Forward + Special
The Goddess conjures a fist-sized meteorite in front of her as a slow-moving projectile. The meteorite can be hit by all fighters' attacks to change its direction and increase its speed; the faster it's flying when it collides with a foe, the more damage it deals. It will only despawn when it flies off-screen or hits an enemy, and the Goddess can only have one meteor at a time. Clutch can be used during this attack.
Planet Buster
Up + Special
The Goddess pulls out a tiny planet and leaps upwards with it raised above her head, before turning upside-down and plummeting back downwards planet-first. She can hit enemies both on the way up and on the way down, with the latter causing a meteor smash, and she generates an explosion on impact with the ground. Just be careful not to dive straight to the blast zone.
Delayed Burst
Down + Special
The Goddess briefly flashes blue. After about a second, a small blue explosion will occur in the spot she was standing when the move was used. A more unorthodox move that can see some usefulness simply from just how amazingly fast she can move. Clutch can be used during this attack.
Goddess Buster
Smaaash!!
(during a grab)
The Goddess lifts the grabbed enemy over head and leaps high into the air. When she comes back down, she'll also be holding the planet Jupiter, and both it and the enemy will be completely obliterated in a massive explosion that can also hit surrounding enemies. Goddess Buster is the Goddess's one use for Smaaash!! Gauge, but it deals extraordinarily high damage.
Y7 Majima
Goro Majima
The Mad Dog of Shimano. Sotenbori's Lord of the Night. Patriarch of the Majima Family, president of Majima Construction, and the chief advisor of the Tojo Clan's own Daigo Dojima. And a pain in the neck of one Kazuma Kiryu.

Goro Majima joined the Shimano Family at a young age, but wound up tortured and expelled after an incident involving an assassination attempt that should never have happened. As he worked to prove himself and reclaim his place in the yakuza, he met numerous men whose tenacity and passion inspired him. Their influence is what inspired him to "have more fun and live crazier than any of 'em" when he finally rejoined the yakuza, where his newfound eccentricity and renowned unpredictability earned him the title of Mad Dog.
Ease of Use:✦✦
Properties
The Mad Dog has learned new tricks! While the original incarnation of Majima was a duelist with strong evasion and slowly-escalating attack speed, this time he's a no-holds-barred rushdown who can tear shields apart and is always in high gear. He's at his best on the ground, where he can unleash endless havoc in his Mad Dog Dash or interrupt the enemy's offensive with a well-timed Demonfire counter.
Abilities
Evasive Slash
Back + Attack
Majima somersaults backwards while kicking with one leg. Holding forward during the attack will transition directly into Mad Dog Dash at the end. Conversely, the move can be used during Mad Dog Dash.
Charging Thrust
Forward + Strong
Majima lowers his body into a crouch when charging this Strong attack, potentially dodging higher attacks or ducking under projectiles. Then, he lunges a far distance forwards with his knife extended.
Breaker Spiral
Down + Strong
Majima places his hands to the ground, lifts his legs into the air, and spins them all around, kicking at any enemies near him multiple times.
Sweep Kick
Grab
Majima doesn't have a grab. Instead, his grab button causes him to perform a sweeping kick. The bizarrely thin hitbox makes the attack unusually good at poking at an enemy's feet as soon as their shield isn't big enough to enclose them. Additionally, hitting an item with Sweep Kick will launch it as an impromptu projectile.
Eye Poke
Back + Special
With his free hand, Majima swings two fingers upwards and pokes at the enemy's eyes, dealing some minor damage and turning them around to face the opposite direction.
Mad Dog Trick:
Frenzy
Up + Special
Majima spins around on the tip of one foot with his knife arm extended, hitting surrounding enemies multiple times. The move can be used during Mad Dog Dash, retaining some of the dash's momentum.

In midair, Majima can move in any direction during the spin... though once he commits to moving in a direction, it can take him a little while to turn.
Mad Dog Trick:
Demonfire
Down + Special
A counter-type special that, when triggered, causes Majima to duck around the attack and thrust his knife into the enemy's heart. When used on the ground, the enemy will be left to slowly crumple to the ground. Just be careful - Majima can't counter projectiles!
Mad Dog Dash
Dash + Special
or
Roll + Special
Majima spreads out his arms and rushes forwards in a reckless sprint, an aura of dark mist emanating from his body. Mad Dog Dash is faster than a regular dash, and grants projectile immunity. Majima can stop or turn while staying in this stance, but doing so is rather slow. Jumping will maintain the dash's increased speed for a little while. From Mag Dog Dash, Majima can quickly transition into Evasive Slash, Mad Dog Trick: Frenzy, or Mad Dog Trick: Chomp.
Mad Dog Trick:
Chomp
Special
Mad Dog Dash
Majima leaps across the ground, moving past the enemy while slashing straight through them, and lands in a roll. Holding the Special button will cause him to transition right back into Mad Dog Dash as soon as he's done with the attack.
Essence
of Batting
Forward + Smaaash!!
Majima pulls out a baseball bat and swings it down onto the enemy's head with one hand, shattering shields in a single massive hit. The enemy is knocked to their knees, allowing Majima to casually wind up and slam the bat into their face in a home-run swing.
Essence of Mad Dog:
Maul
Back + Smaaash!!
Majima tosses his knife into the air, then hits it with an impossibly precise spinning kick, launching it across the stage in a high-speed projectile that pierces straight through opponents for heavy damage. If an enemy is in point-blank range, the knife will get stuck in their body, and Majima will yank it out for even more damage.
Headhunterrender
Headhunter
The masked assassin known only as Headhunter is a "NULL" - a variety of super-soldier, created during the Cromag War, that has developed precognitive abilities and a warped perception of time through use of a drug called Chronos. Though being a NULL gave her godlike power, the withdrawal symptoms of Chronos were... terrifying.

When the war she was created to fight had ended, she began working for one of the original masterminds behind NULL, killing whoever he asked her to in exchange for a steady supply of Chronos. But with the drug no longer in production, and so many other NULLs running amok in New Mecca, there simply isn't enough Chronos left for everyone... And in her desperation to survive, Headhunter has no qualms with drinking the blood of other NULLs just to survive for another day...
Ease of Use:✦✦✦✦✦
Properties
Headhunter is a zoner who pressures the enemy into approaching on her terms using her floating proximity mines and the long-distance threat of her laser beam attacks. Reacting to the enemy's actions to punish them is no issue for her thanks to her unique ability to slow time - her only metered option, but a very powerful one. When choosing to approach herself, she can use her powerful basic movement capabilities to outmaneuver the enemy, then blow herself up to deal massive damage and disengage simultaneously... at the cost of some precious health.
Abilities
Assassin's Grace
Walljump
Headhunter's walljump gives her an unusual amount of height and can be used to traverse decent horizontal distances as well.
Neon Rain
Down + Attack
midair only
Headhunter's Down Aerial has her pulling out her gun and firing it in an arc downwards, shooting projectiles over a wide spread. Holding the Attack button will greatly increase the attack's startup and endlag, but when it does come out she'll instead fire a laser beam that she sweeps across the ground below her.
Laser Shot
Forward + Strong
Headhunter fires a thin laser beam from her gun. The beam travels all the way across the stage unless it's obstructed by a wall, but its damage and knockback fall off rapidly the farther out it reaches, and it's difficult to spam due to being a rather slow attack. Despite the move's flaws, being able to harry the enemy from afar is a great boon for Headhunter.
Concussion Burst
Special
Headhunter disappears in a burst of smoke that knocks enemies backwards, reappearing a short distance away. The end location can be influenced using the control stick.
Grenade Launcher
Forward + Special
Headhunter pulls out a grenade launcher and fires a small bomb through the air. The shot can be aimed by tilting the control stick before it fires. If the Special button is held when inputting the move, releasing it will transform the grenade into a floating proximity mine. Otherwise, the grenade is a straightforward physics-based projectile that detonates on contact with the ground or with an enemy.
Bomb Rush
Back + Special
Headhunter parts her cape, revealing explosives strapped to her chest, and leaps forwards. At a set point in the charge (or earlier, if she collides with an enemy or hits the Special button), the explosives detonate, dealing a not-insignificant amount of recoil damage and launching Headhunter backwards, but dealing massive damage to the enemy too.
Dragon Dagger
Up + Special
Headhunter draws her dagger and lowers her body, then unleashes a near-instantaneous darting slash, leaving a trail of multicolored afterimages in her wake. The grounded version dashes directly forwards across the floor, while the aerial version dashes diagonally upwards. While using Chronos, the move covers a greater distance.
Instant Fall
Down + Special
midair only
Headhunter teleports a short distance directly downwards, immediately landing on any platform that's underneath her at the cost of a little bit more landing lag.
Chronos
Smaaash!!
While holding down the Smaaash!! attack button, time slows down significantly. While using Chronos, Headhunter moves slightly faster, her knife attacks gain the ability to reflect enemy projectiles, and her Strong attacks charge as quickly in real-time as they would normally.

Chronos can be used for as long as the user has Smaaash!! Gauge remaining, and it can be used even when the Gauge isn't full... but the Gauge will rapidly deplete while in slowed time, and running out will cause the user to enter a cooldown period where they won't be able to use it for a while.
Jack from Stranger of Paradise
Jack
Prophecy in the kingdom of Cornelia says that, when darkness falls upon the land and threatens to tear it apart, four Warriors of Light will appear. Bearing elemental stones, they will be tasked with driving the darkness back and saving the world.

Only three of the Warriors have actually gathered... but that doesn't matter to Jack, their leader. Nor does the prophecy, or the kingdom's well-being. The only thing running through Jack's head is an endless hatred of Chaos. Though some say Chaos not real, Jack is convinced it's something that can be killed... and is hell-bent on killing it with his own two hands.
Ease of Use:✦✦✦
Properties
A heavyweight character who hugely favors defense and resource management. Jack's ultimate goal in a fight is to build up his Smaaash!! Gauge's maximum size as quickly as possible so that he can safely spam Magic or use his Install, Lightbringer. He can be incredibly effective at walling the enemy out with his giant normals, but in order to increase the Gauge's size, he'll need to take some risks in close-quarters using his Shield and Grab. Once he has enough resources to work with, though, his walling becomes even more powerful with access to an arsenal of strong projectiles.
Abilities
MP
Passive
Many effects alter the size of Jack's Smaaash!! Gauge. The Gauge starts at 100%, and increasing its size can add more segments, letting Jack chain together multiple Smaaash!! Attacks in quick succession. The easiest way to increase it is simply by dealing damage normally, but doing so is also by far the slowest way. When Jack is K.O.'d, his Smaaash!! Gauge returns to its default size.
Soul Shield
Shield
Instead of a traditional bubble shield, Jack creates a vortex of energy in one hand. Though the Soul Shield is in approximately the same shape and has the exact same function, it has a few additional properties. Every time it blocks an attack, it increases the size of Jack's Smaaash!! Gauge by a small amount. Additionally, blocking a projectile will automatically absorb it, letting be used as an Instant Ability.
Spinning Slash
Forward + Attack
Jack slashes his sword around him in a wide arc. When spamming Spinning Slash repeatedly, its speed will gradually increase. It isn't immune to becoming stale, though, and will deal less damage and knockback the more it's used in a row.
Onslaught
Forward + Strong
Jack slams his sword down into the ground with all his strength. When used immediately after Spinning Slash, Onslaught inherits the move's speed buff as an increase to its own charge speed.
Overrun
Up + Strong
Jack swings his sword upwards, launching an enemy a fixed distance into the air. On hit, he automatically follows up with a side slash when the enemy falls back into the air, launching them horizontally. An incredibly strange Up Strong, but good for using in tandem with Instant Abilities.
Soul Burst
Throw
Jack's throws are brutal attacks that transform parts of the enemy's body into crimson crystal before shattering them. Using them will increase the size of Jack's Smaaash!! Gauge by a moderate amount.
Instant Ability
Special
When Jack blocks a projectile with his Soul Shield, that projectile becomes his Instant Ability. Using this Special Move will cause him to fire that projectile right back at his enemy. Instant Abilities are one-use, and Jack will have to block another projectile before he can use it again.

Jack can cancel out of other attacks by firing off an Instant Ability. This tech is referred to by some Jack players as the "Cultural Reset."
Piercing Thrust
Forward + Special
Jack pulls his greatsword back, then charges forwards while thrusting it out in front of him. A sluggish advancing move that basically deletes any projectile it touches.
Highbringer
Up + Special
Jack slashes upwards with his greatsword, rising upwards in a slow arc, then plummets downwards at high speed and slams his sword back into the ground. The impact creates a wave of power that extends high into the air, knocking foes upwards a fair amount.
Combat Stance
Back + Special
Jack raises his sword in front of him, blocking frontal attacks. Releasing the Special button causes Jack to unleash a special attack that powers up when he blocks an attack in Combat Stance. The direction held determines the attack used:
  • Neutral - Wild Fang: Jack swings his sword upwards, then downwards while advancing a short distance forwards.
  • Foward - Hound's Claw: Jack performs a spinning slash, sweeping his sword in front of him to launch enemies away.
  • Up - Retribution: Jack slashes upwards with his sword, knocking close-range enemies into the air.
Magic
Smaaash!!
An elemental aura surges up at Jack's feet as a wheel of spells appears around him. Press a direction to select a spell, then release the Smaaash!! attack button to have Jack cast that spell. Holding the attack button will charge up power, increasing the attack's size and power.
  • Fira: Jack hurls out a fireball as a fast-moving explosive projectile.
  • Watera: A geyser bursts upwards from the ground in front of Jack, launching the enemies above it high into the air.
  • Thundara: Jack calls down a thunderbolt that strikes in front of him, spiking airborne opponents.
  • Aerora: Jack conjures a tornado that slowly moves forwards, dealing rapid damage to enemies.
Lightbringer
Forward + Smaaash!!
This Smaaash!! Attack not only costs two bars of Jack's Gauge, it also reduces his maximum by two bars. On use, Jack releases a surge of power that knocks away all surrounding enemies, activating an Install that greatly increases his damage and causes all of his Soul Burst throws to release similar power surges.
Jetstream Sam Cropped
Jetstream Sam
A Brazilian samurai whose father was murdered by a pupil with apparent ties to a Mexican drug cartel. Even in an age before cybernetic enhancement was the norm, Samuel Rodrigues was an exemplary swordfighter, and is legendary in the underground for slaying ten mobsters with automatic weapons using only his sword.

Now, in a world where cyborgs rule warfare, "Jetstream Sam" holds his own against them with only a robotic arm and a strength-enhancing exosuit, making up the difference with raw talent and skill honed over a lifetime. He holds no reservations about his goals or his morality... he just loves fighting.
Ease of Use:✦✦✦✦
Properties
Jetstream Sam is the embodiment of a glass cannon. His low weight and high fall speed makes him combo fodder when the enemy gets an opportunity to attack, but in exchange he gets fantastic movement and powerful tools. The defense of Parry and Ninja Run, alongside the flexibility of Iaido Stance and Blade Mode, let him keep the fight mostly on his terms, and the swift cuts of his crimson Murasama can make quick work of whatever opponent he's toying with.
Abilities
Iaido Stance
Strong
When charging his Strong attacks, Sam enters a stance where he sheaths his sword, regardless of the direction input. The attack he unleashes when the Strong button is released is actually determined by the direction held when he releases the charge, rather than the button originally used to input the attack, making his charged Strong attacks unusually flexible. However, they don't deal quite as much damage as other characters' charged Strong attacks.
Ninja Run
Dash + Attack
Sam's unique dashing attack is a quick slash that, rather uniquely, doesn't actually interrupt his dash. The attack will nullify any projectile it touches.
Assault Strike
Dash + Special
Sam scrapes the tip of his katana across the ground while continuing to move forwards. When the Special button is released, he raises it in an uppercut slash, launching struck foes into the air. This serves as a more "traditional" dash attack, to pair with Ninja Run.
Parry
Special
Sam briefly raises his sword in a defensive stance. When he blocks a physical attack from the front with Parry, he can follow up with a high kick by pressing another attack button. Parrying with frame-perfect timing will enable Sam to cancel into Blade Mode regardless of if he has a full Smaaash!! Gauge, though the Gauge will drain faster when doing so.
Charging Slash
Forward + Special
Sam rushes directly forwards, and unleashes a flurry of slashes at the end of his dash. He will stop dashing and slash prematurely if he gets close enough to an enemy. The move is reliable both for approach and for recovery, but is rather unsafe on block. Holding down the Special button will cause Sam to briefly charge, delaying the attack in exchange for granting it improved shield damage.
Ring Gale
Up + Special
Sam draws his sword from its sheath and performs a quick rising slash, moving slightly forwards. Holding down the Special button will cause Sam to briefly charge, delaying the attack in exchange for granting it improved shield damage.
Storm Front
Down + Special
Sam draws his sword from its sheath and performs a 720° spinning slash, hitting surrounding enemies twice. Holding down the Special button will cause Sam to briefly charge, delaying the attack in exchange for granting it improved shield damage.
Blade Mode
Smaaash!!
Time slows down for all other fighters as Sam enters his Iaido Stance. He can use weaker versions of his Strong Attacks by holding the corresponding directions and releasing the Smaaash!! button. This unique Smaaash!! attack causes the Gauge to drain over time rather than depleting it in a single burst, with each Blade Mode hit draining an extra portion.

Pressing the Smaaash!! button again immediately after a Blade Mode attack will return Sam to his Iaido Stance while maintaining slowed time, letting him chain together his Strong Attacks.
Joseph2 ShootingStar
JoJo
Joseph "JoJo" Joestar's family has been intertwined with the supernatural since before he was even born. His grandfather, Jonathan, gave his life to stop his vampiric adoptive brother Dio Brando from conquering the world. His long-lost mother, Elizabeth, was a master of Sendo - a martial art that harnessed Hamon, a sunlight-like energy with incredible properties. So it was inevitable that JoJo would one day find himself mixed up with bizarre forces.

That day came when a close family friend, Robert Speedwagon, was kidnapped by Nazis to help them awaken an ancient being. JoJo's brief adventure to save Speedwagon evolved into a monthlong quest to defeat the ancient and incredibly powerful Pillar Men, before they could conquer their weakness to sunlight and turn humanity into their playthings.

JoJo may not be a first-class fighter, or have much practical training in Sendo like his mother and grandfather did. But his knack for reading people, his passion for misdirection, and his renowned ability to think quickly on his feet ensures that he always has an ace up his sleeve. And when the going gets too tough... well, he always has his never-fail secret technique: running away!!
Ease of Use:
Properties
JoJo thrives off of zoning and setplay; he controls the opponent's approach with his projectiles and traps, then creates complex situations using those same tools to execute some of the most overelaborate combos in the game. His signature Smaaash!! Attack, Your next line is...!, is vital to this gameplan, as it gives him the uncontestable movement he needs to set everything up the way he needs it.
Abilities
Clacker Surprise
Back + Strong
JoJo swings both of his clackers forwards while advancing a short distance forwards. While charging the move, JoJo keeps the clackers hidden behind his back, and has a single hit of super armor.
Rebuff Overdrive
Up + Strong
JoJo swings both elbows upwards, knocking struck enemies into the air. It has a rather precise horizontal hitbox, but has the unique ability to cause a rebound when it clashes with any other attack, regardless of priority.
Hammer Vault
Down + Strong
JoJo swings a giant hammer into the ground. The force of the attack launches him a short distance into the air, letting him follow up with an aerial.
Thread Trail
Special
JoJo twirls one end of a wool thread around his arm, and throws the other end in front of him. After using this move, when JoJo moves, he will trail the thread behind him. The thread is affected by gravity, but falls very slowly. Once JoJo has trailed a certain amount of thread behind him, he'll run out of thread; he can still move, but doing so will only reposition the thread instead of laying out more.

When JoJo is already trailing thread behind him, using Thread Trail a second time will cause him to charge the thread with Hamon, damaging any enemies that touch it. He'll then yank all the thread back to him.

When JoJo is charging his thread with Hamon, allies can grab onto the thread by airdodging into it. Any allies holding the thread will be pulled towards JoJo when he retrieves his thread, letting him aid them in their recovery. (Locking prevents you from grabbing onto the thread, letting you dodge normally.)
Clacker Boomerang
Forward + Special
JoJo hurls a pair of clackers forwards as a spinning multi-hit projectile. After flying a set distance, the clackers will turn in midair and try to return to JoJo.

If the clackers hit stage geometry before they begin returning to JoJo, they'll latch on for a short time. They will continue to spin while attached to the stage, dealing damage to any enemies that get too close. Eventually, they'll break off and begin returning to JoJo.
Giant Crossbow
Up + Special
JoJo levels a crossbow the size of his torso and fires a gigantic crossbow bolt from it. The bolt is a powerful and fast-moving projectile that can ricochet off of surfaces. Holding the Special button lets JoJo aim it in any direction before firing.

When used in midair, JoJo will fire the crossbow downwards by default, and the kickback will launch him in the direction opposite of whichever one he aimed in.

The crossbow can only hold one shot at a time, and it takes a lot of effort to load. After using Giant Crossbow, JoJo will have to reload it by using the move a second time before he can fire it again.
Hamon Breathing
Shield + Special
JoJo strikes a pose and controls his breating to generate Hamon in his body. This slowly fills up the Smaaash!! Gauge. He will continue generating meter passively for a short time after he stops using Hamon Breathing, so try mixing it in with projectiles while zoning.
Your next line is...!
Smaaash!!
Time slows to a crawl for everything except JoJo himself, and the Smaaash!! Gauge transforms into a timer indicating how long time will be slowed for. While time is slowed, JoJo can't be hit by enemy attacks, and he can freely use any of his moves to set up advantageous situations.

The instant an attack he used in slowed time deals damage to the opponent, his Smaaash!! Gauge will be completely drained, and time will resume.
Tommygun Barrage
Forward + Smaaash!!
JoJo unveils a tommygun and unloads the entire drum, firing countless weak projectiles forwards to rack up heavy damage. If any enemies are close to him at the barrage's end, a cutscene will play where he follows up by swinging the tommygun into them like a baseball bat, knocking them away.
Super Aja Beam
Back + Smaaash!!
JoJo pulls out the Red Stone of Aja and charges it with Hamon, firing a narrow beam of cherry-red light directly forwards. This projectile travels instantly across the stage and pierces stage geometry, dealing massive damage in a single hit.
Unforgettable
Feelings
Up + Smaaash!!
JoJo swings one fist upwards in a short-range uppercut. On hit, a cutscene plays where he follows up with a straight punch while memories of his training with Lisa Lisa and Caesar flash around him. A close-range combo finisher with massive horizontal knockback.
I'm Not Only
Clever...!
Down + Smaaash!!
JoJo darts forwards a small distance. If he hits an opponent, he'll dash past them, leaving a number of live grenades strapped to their body. The struck enemy is knocked upwards, and will explode after a couple seconds. This attack is unblockable like a grab, and must be dodged.
Kaiser Oblivion Transparent
Kaiser Oblivion
A mysterious swordmaster who appeared out of the blue one day, announcing the existence of his Glanz Empire and declaring war on the Crystal Orthodoxy.

Recognizable by his black mask and mechanical right hand, accompanied by the black-clad fairy Anne, and ruling from atop the flying keep known as the Skyhold Diamante, Kaiser Oblivion "denies" the peace and prosperity that the Orthodoxy flaunted, and seeks to not only unveil the depths of their corruption, but completely rewrite history to prevent that corruption from dooming countless lives.

He is highly fixated on his goal, and ruthless in his efforts to acheive them. But, he seems to have an inexplicable fixation with one Yew Geneolgia...
Ease of Use:✦✦✦
Properties
Kaiser Oblivion is a durable fighter despite his tall stature, thanks to a combination of respectable weight, good recovery options, and powerful options of resisting damage or restoring his own health. He gains meter fast, especially when relying on his Dawn of Odyssey command grab, and spends it on activating Commands - Installs that alter the stats of every single fighter on the battlefield. Use Commands to manipulate your opponent into acting how you want them to, then punish with impunity.
Abilities
Supremacy
Passive
Most of Kaiser Oblivion's Smaaash!! attacks are Commands; when used, a mysterious power washes over the battlefield and alters the stats of all fighters, and his Smaaash!! Gauge becomes a timer indicating the remaining duration of the current Command. Once he has a Command in effect, he can freely switch to any other Command without spending any additional meter, but doing so won't refill the Smaaash!! Gauge either.
Kidnapping
Forward + Throw
Kaiser Oblivion's forward throw causes him to lift his grabbed enemy onto his shoulder, letting him walk around and jump while still carrying them. He can still throw them at any time with an attack button.
Brave
Special
Command active
While Kaiser Oblivion has a Command active, pressing the Special attack button during another move's animation will instantly cancel out of the attack's animation, at the cost of a portion of his Smaaash!! Gauge.
Dawn of Odyssey
Forward + Special
Kaiser Oblivion rushes forwards with his mechanical hand extended in a dashing command-grab move. On contact with an enemy, he'll grasp their chest with the hand, then bludgeon them with his sword's hilt to knock them to their knees and forcefully yank a glowing orb of purple light from their chest. He crushes the light in his hand as the enemy crumples, granting him a chunk of Smaaash!! Gauge. When he regains the ability to act, the enemy will be grounded at his feet. (In midair, the bludgeoning will just knock the enemy away horizontally.)
Meteor
Back + Special
Kaiser Oblivion swings his sword in an arc, creating a circle of magic from which multiple meteors gradually begin to manifest. Holding the Special button will summon more and more meteors, and releasing it will fire them off as projectiles that bounce off surfaces. Each meteor is technically its own projectile, so when they bounce off a wall or a shield, they scatter in every direction.
Blinding Light
Up + Special
Kaiser Oblivion performs a spinning slash, his sword wreathed in golden lightning. When used in midair, each rotation takes him higher into the air. This move is unique in that the Kaiser will unleash more spins when he's taken more damage, starting at two spins and maxing out at five. This increases both the attack's damage and its recovery ability.
Spring Awakening
Smaaash!!
One of Kaiser Oblivion's Command-type Smaaash!! Attacks, Spring Awakening gradually regenerates all fighters' health.
Noble Eagle
Forward + Smaaash!!
One of Kaiser Oblivion's Command-type Smaaash!! Attacks, Noble Eagle increases the damage of all attacks.
Overlord
Back + Smaaash!!
One of Kaiser Oblivion's Command-type Smaaash!! Attacks, Overlord increases the knockback of all attacks.
Westwind
Up + Smaaash!!
One of Kaiser Oblivion's Command-type Smaaash!! Attacks, Westwind reverses all fighters' weights. The heaviest fighter takes on the lightest fighter's weight, and vice-versa.
Cerberus
Down + Smaaash!!
Command active
This unique Smaaash!! Attack can only be used while a Command is active. When used, it immediately drains away everything left in Kaiser Oblivion's Gauge (ending the current Command in the process) to restore his health and cure any negative statuses he might be afflicted with. The more Smaaash!! Gauge is left, the more health it restores.

Use Cerberus for a quick burst of recovery in a serious pinch, use it when you're done using Commands and don't want your opponent to benefit from them... or just use it at the very end of a Command's lifespan for some free healing.
Kamen rider fourze render by decade1945 de0gird-fullview
Kamen Rider Fourze
Despite his delinquent aesthetic, Gentaro Kisaragi is an affable teen with a perpetual smile whose only goal at his new school was to become friends with everyone. He quickly wound up falling in with the sickly prodigy Kengo Utahoshi, whose father created "Astroswitches" that harnessed the power of cosmos to grant their users incredible powers.

Kengo had been using the "Fourze Driver" to fight monsters created by the Astroswitches, but Gentaro immediately volunteered to take his place. By wearing the Driver, he becomes Kamen Rider Fourze, and wields the power of cosmos in his unending quest to vanquish evildoers... and then become their new best friend!

It's space tiiime!!
Ease of Use:✦✦✦
Properties
Fourze is a clumsy fighter whose buttons are often stubby and slow, but he more than makes up for it by having a literal toolbelt of multipurpose gadgets to level the playing field with, and a whopping three Installs in the form of Elekstates, Firestates, and Cosmicstates. Leverage his mobility and defensive tools while stockpiling meter, then pick out the perfect States form for the job and launch your offensive!
Abilities
Hover Pack
Jump
After Fourze has used his double jump, pressing the Jump button will cause the pack on his back to release a jet of air, briefly halting his fall but giving barely any additional height. There is a brief cooldown after each use, during which Hover Pack can't be used again.
BOARD ON
Attack
in midair
Fourze's left arm transforms into a snowboard, and he performs a 360 spin in midair, knocking enemies away. The board remains on his leg for a little while, and falling into an enemy board-first can damage them and cause Fourze to bounce back up into the air.
GYRO ON
Up + Attack
in midair
Fourze's left arm transforms into a propeller, which he points into the air and spins rapidly to hit enemies above him multiple times. The attack generates a windbox that pushes enemies too far outside of his reach up into the air.
DRILL ON
Down + Attack
in midair
Fourze's left leg transforms into a giant drill, and he dives straight downwards leg-first, hitting multiple times. Tapping up will cause Fourze to use his Hover Pack, slowing his fall and letting him drift left or right a short distance before he resumes his descent.
SPIKE ON
Forward + Strong
A two-hit Strong attack. First, Fourze performs a high kick with his left leg. Then, needles extend from the Spike Module on his leg for extra damage.

Once Fourze activates a States, this attack becomes unavailable.
宇宙キター!
It's space time!
Up + Strong
Fourze lowers himself into a crouch while charging, shrinking his hurtbox. Then, he rises into a stand while thrusting his arms into the air. Even if it doesn't hit anything, just using this attack will give Fourze a burst of Smaaash!! Gauge.

Once Fourze activates a States, this attack becomes unavailable.
WINCH ON
Grab
When Fourze grabs, his left arm transforms into a winch that shoots out at high speed, letting him grab enemies from a distance. Pressing Grab in midair will also fire the winch off, albeit as a regular attack, but he can use it to latch onto ledges and pull himself to them from afar.
ROCKET ON
Special
Fourze's right arm transforms into a rocket, and he uses it to launch himself in the direction the control stick is held in, hitting enemies in his path once.

Holding the attack button causes him to charge up power in the rocket, increasing how far he can fly. The charge can be stored by interrupting it with another action. At max charge, the move becomes Rider Rocket Drill Kick, in which Fourze uses the drill on his left leg to hit multiple times as he flies, dealing greatly increased damage and dragging the enemy along.
SHIELD ON
Forward + Special
Fourze's left arm sprouts a shield, which he thrusts in front of him while sliding a short distance forwards. This can reflect incoming projectiles, and Fourze won't be staggered if the attack clashes with the enemy's.
HOPPING ON
Up + Special
Fourze's left leg transforms into a pogo stick, and he uses it to launch himself into the air, slamming through enemies in his way. The leap can be angled slightly left or right.
LAUNCHER ON
Down + Special
Fourze's right leg sprouts a rocket launcher and he fires five tiny missiles from it. As he does this, a reticle appears, which can be moved around with the control stick and will automatically begin tracking any enemy it touches. The missiles will automatically fly towards the reticle's current position, and detonate shortly after reaching it. Pressing any other button will allow Fourze to move freely again, locking him out of manually moving the reticle.
States Switch
Smaaash!!
Fourze is able to select from one of three States - Installs that last for the remainder of the current stock, or until Fourze uses States Switch again. Each State has its own unique properties, but each one is mutually exclusive.
  • Elekstates: Fourze gains a sword, which he uses for certain normals that replace his old ones. Nearly all of these normals have a sweetspot at the sword's tip which can briefly paralyze enemies, freezing them in midair before sending them flying. His Strong attacks in particularly have greatly enhanced range, utilizing pulses of electricity.
  • Firestates: Fourze gains a gun, which he uses for certain normals that replace his old ones. Nearly all of these normals are either fire- or ice-elemental projectiles, and holding the attack button when using them causes Fourze to fire a continuous stream of heat or cold, which loses power and reach if sustained for too long. Additionally, Fourze takes slightly less damage and gains more Smaaash!! Gauge when hit by energy attacks.
  • Cosmicstates: Fourze gains a club, which he uses for certain normals that replace his old ones. All his moves that do utilize other Astroswitches are powered up slightly; some become slightly faster or stronger, while others gain unexpected new properties like the ability to freeze.
Machine Massigler
Forward + Smaaash!!
Fourze mounts his motorcycle and rides it forwards at high speeds, propelled by the rocket mounted on the back. The control stick can be used to angle Fourze's flight, and he can even fly straight upwards. Fourze can also leap off of Massigler at any time using Jump.

Hitting an enemy with the front of Massigler will cause them to be pinned to the front and carried along for the ride until its engine sputters out. They can mash out early, like a regular grab.
HK Knight
The Knight
A long time ago, the ancient kingdom of Hallownest became the target of an ancient threat known only as the Infection, which corrupted the minds and bodies of its inhabitants. To preserve his kingdom, its Pale King began dabbling in dark powers, creating creatures called Vessels in search of one that could be used to seal the Infection away.

The Vessel he chose proved to be imperfect, and eventually, the Infection broke free. With the Pale King dead this time, the kingdom's future seemed bleak... but, drawn by an ethereal bond to their sibling, another Vessel retured to their birthplace after years spent wandering the wastes outside of its borders.
Ease of Use:✦✦✦✦
Properties
The Knight supplements their light weight and otherwise-slow movement speed with fast, unique movement options like Shade Cloak, Nail-Bounce, and Desolate Dive. This gives them unexpected bursts of mobility that, paired with the zoning potential of their disjointed sword sweeps, can make them tricky to hit. Though their K.O. options are a bit more limited, they can quickly rack up high damage easily with their ability to rapidly chain together their Smaaash!! Attacks.
Abilities
Soul
Passive
Most of the Knight's Smaaash!! Attacks only cost 33% of their Smaaash!! Gauge. They're a bit weaker than most, but the ability to use them in rapid succession results in high damage output.
Nail-Bounce
Down + Attack
The Knight swings their Nail sword below them, reaching surprisingly far downwards. Hitting anything (be it terrain, an enemy, or even projectiles and explosions) will cause the Knight to bounce a short distance back upwards. Chaining together multiple Nail-Bounces can let them "hover" across the surface of the ground.
Great Slash
Forward + Strong
The Knight swings their Nail sword in an overhead slash, bringing the edge down into the ground. The arc of the swing lets the attack serve as a surprisingly effective anti-air.
Crystal Heart
Back + Strong
This unique Strong Attack only comes out when it's fully charged, indicated by violet crystals sprouting from the ground around the Knight. When unleashed, they launch themself forwards in a charging attack that only stops on impact with a wall or enemy, and can be interrupted with a jump without losing any momentum.

Uniquely, Crystal Heart doesn't just work on the ground; try using it while clinging to a wall!
Shade Cloak
Special
The Knight darts forwards (or backwards, if the control stick is held in that direction), shadows billowing behind them. They can briefly dodge attacks during the dash, letting it be used as a sort of "midair roll." You can even use it while charging a Strong attack, and will briefly retain the charge. But there's a short cooldown period after using Shade Cloak, during which you can't use it again.
Cyclone Slash
Up + Special
The Knight unleashes a spinning slash attack, hitting surrounding enemies multiple times before launching them away. In midair, the Knight's spinning causes them to ascend into the air. On the ground, they can move freely across the ground while spinning.
Dream Nail
Down + Special
The Knight pulls out a blade made of glowing light, charges power in it, and swings it directly in front of them. The attack is slow to come out, doesn't deal much damage, and has poor K.O. potential, but each hit generates enough meter to guarantee at least one use of a Smaaash!! Attack... and gives a glimpse into the struck fighter's mind.
Focus
Smaaash!! (hold)
Holding the Smaaash!! Attack button will cause the Knight to gather Soul in their form, gradually draining away their Smaaash!! Gauge. After draining away 33%, they'll regain some health in a single sudden burst. This only works if they aren't interrupted; if they stop charging for whatever reason before they're healed, the meter will be wasted!
Vengeful Spirit
Smaaash!! (tap)
Just quickly tapping the Smaaash!! Attack button will cause the Knight to fire off a burst of Soul as a large energy projectile that travels directly forwards at high speed. Using it in midair pushes the Knight backwards slightly, giving the move some unexpected utility when recovering.
Howling Wraiths
Up + Smaaash!!
The Knight releases a wave of Soul into the air above their head, hitting struck foes up to three times and launching them upwards. If all three hits land, the move can deal more damage than any of the Knight's other Smaaash!! Attacks, but it takes a little while to come out.
Desolate Dive
Down + Smaaash!!
midair only
The Knight dives downwards while their entire body is wreathed in Soul power, creating an explosion of power on impact with the ground. They are briefly invulnerable both at the start of the dive and on impact.
VelvetKotone Transparent
Kotone Shiomi
An orphaned girl and recent transfer student to Gekkoukan High School, on Tatsumi Port Island. Shortly after arriving at her new school, she awakened to a mysterious power called a "Persona," and was recruited to the Specialized Extracurricular Execution Squad, or "S.E.E.S."

Every night at midnight, Persona-users are pulled into a secret hour called the Dark Hour, where monsters called Shadows roma freely and Gekkoukan High transforms into an enormous labyrinthine tower called Tartarus.

As the new field leader of S.E.E.S., Kotone heads expeditions into Tartarus, searching for a way to destroy the Shadows and end the Dark Hour forever, while inadverdently unravelling mysteries behind her parents' death ten years ago.
Ease of Use:✦✦
Properties
A relatively fast fighter armed with a naginata. Kotone's signature gimmick is the Resonance state, which lets her cancel actions freely into other actions with almost no limits. While her time in the state is always fleeting, the amount of damage she can dish out during it can't be understated. Keep your footing in neutral with her long normals, then unleash Resonance and go for broke in one massive burst.
Abilities
Resonance
Passive
Using Firestrike Link or Cadenza will give Kotone Resonance for a set time. While Resonance is active, Kotone can freely cancel out of actions on hit, whiff, or block.
Double Fangs
Forward + Attack
Kotone stabs her naginata forwards, skewering enemies on hit, then yanks them back in for a second hit of damage that brings them closer to her.

When used during Resonance, Kotone will automatically angle her naginata upwards or downwards to hit the enemy if needed.
All-Out Attack
Up + Throw
Kotone pulls the enemy into a scuffle that forms a distinctly skull-shaped cloud of dust. The enemy is blown out of the top, and Kotone regains the ability to move before the dust clears. In team battles, Kotone's allies can leap into the dust cloud to join the scuffle, increasing the throw's damage.

When used during Resonance, All-Out Attack deals massive damage, but it will also immediately end Resonance when used.
Agi
Special
Kotone uses magic to create an explosion of fire directly in front of her. Holding the Special button will let Kotone slowly move the place where the explosion will appear (visible as an orange glow) using the control stick.

When used during Resonance, holding the Special button will cause the targeted position to automatically home in on nearby enemies and track their position.
Firestrike Link
Forward + Special
Kotone sweeps her naginata in front of her. The attack's hitbox isn't particularly tall but quite long, and gives Kotone Resonance for about a second on hit. Afterwards, Firestrike Link has a short cooldown period during which it can't give Resonance again.
Gokuentou
Up + Special
Kotone lunges in whatever direction the control stick is pointed in, naginata pointed ahead of her, while bathed in flames. She hits multiple times during the charge, dragging enemies along. At the charge's end, her flames explode outwards into multiple tiny embers that scatter around her and fall downwards.
Bash
Down + Special
Kotone summons Orpheus, and her Persona swings its harp downwards while advancing slightly forwards. Holding the Special button will delay Orpheus's swing until the button is released.

During Resonance, Orpheus advances forwards much further, and will stop directly in front of an enemy. Additionally, its attack has greatly increased hitstop, giving Kotone more time to hit the enemy again or grab them out of the air.
Cadenza
Smaaash!!
Kotone summons Orpheus to infuse herself with power. Her Smaaash!! Gauge transforms into a rapidly-depleting timer indicating Cadenza's duration; until the timer is depleted, Kotone's movement speed is increased, and she permanently has Resonance.
Dekaja
Smaassh
(during a grab)
Kotone uses her Persona's magic to cast a wave of force that knocks the enemy downwards into the ground. Hitting an enemy with Dekaja knocks beneficial items off of them and immediately ends their Install states early.

Dekaja can be used during Cadenza, but doing so costs half the Smaaash!! Gauge. If this would take the timer below zero, Dekaja can still be used, but Cadenza will immediately end.
Leo Guilty Gear Strive
Leo Whitefang
One of the Three Kings that preside over the multinational United Kingdoms of Illyria, ruling alongside his old friend Ky Kiske and the cunning Daryl. He is a hero from the war between the Sacred Order of Holy Knights and the monstrous Gears, and his talent with his dual swords is unmatched.

Leo Whitefang is incredibly proud and arrogant at times, but when solving problems he chooses to act carefully and thoughtfully, rather than employing the recklessness one would expect. In his free time, he works on writing his own dictionary... though he tends to redefine words using people and places from his own life. In this dictionary, "insurmountable" only has two definitions - a mother's recipe, and his genius!
Ease of Use:✦✦✦✦
Properties
Leo Whitefang is a powerhouse with incredible offense, and defense that isn't anything to sneeze at either. Alternating between his normal stance and his unique Brynhildr Stance to suit the situation is vital to playing him effectively and accessing all of the tools at his disposal. His main weaknesses are his poor mobility (particularly in Brynhildr) and the slow speed of his more powerful normals, and punishing him on whiff or block can be frightfully effective.
Abilities
Brynhildr Stance
Passive
Using certain moves while Locked and on the ground (including most of his Throw options) will cause Leo to automatically enter his Brynhildr Stance, in which he faces his back forwards and lets his swords rest behind his feet.

Leo can't jump while in Brynhildr, but moving left and right is replaced by a short-range dodge that can pass through foes' bodies like a roll, and his shield is replaced by a counter-attack move. He also gains access to many new attacks in Brynhildr, though he loses access to all of his Specials.

Exiting the stance is as easy as releasing the Lock button.
Turbulenz
Special
Leo slams one blade into the ground, creating an eruption of fire around his body. This can knock enemies into the air, as well as take Leo into Brynhildr Stance.
Gravierte Würde
Special (hold)
When holding the Special button, Leo's swords will slowly begin to glow with golden light. (He charges much slower while in midair!) Releasing the Special button with enough of a charge will cause Leo to slash both swords through the air, creating an X-shaped golden projectile that rushes through the air and hits twice. Though it's a bit slow to start, Gravierte Würde can cancel out most other projectiles fairly easily.

Charging Gravierte Würde for even longer lets Leo fire a version that's bigger, hits four times, and travels even further... but is also even slower to start.
Erstes
Kaltes Gestöber
Forward + Special
Leo rushes a short distance forwards and slashes both of his swords in front of him. Use it to quickly pursue the enemy after knocking them forwards with a normal, or to get in a bit of horizontal recovery.
Zweites
Kaltes Gestöber
Back + Special
This Special looks more than a little similar to Erstes Kaltes Gestöber, with two critical differences - Leo's initial dash can pass through enemies, and he'll slash behind him instead of in front of him. This move can take Leo into Brynhildr Stance.
Eisensturm
Up + Special
Leo leaps into the air, slashing both swords around him in a large circle. Pressing the Special button a second time at the peak of the leap will make Leo perform a follow-up slash that knocks the enemy away.

If Leo has enough charge to use Gravierte Würde, holding up and releasing the Special button will instead unleash a version of Eisensturm that has him rising even higher into the air and grants him damage invulnerability at the start, making it a powerful option as both a reversal and a recovery move.
Leidenschaft
des Dirigenten
Smaaash!!
Leo unleashes an advancing five-hit combo attack, ending with a rising slash that launches enemies skywards. Unlike similar Smaaash!! attacks, Leo will commit to the whole attack regardless of whether the first hit lands or not, but if an enemy gets caught in any of the hits, they'll be guaranteed to be hit by the rest.
Blitzschlag
Strong
Brynhildr Stance
Leo swings both sowrds over his head and into the ground in a massive, powerful slam attack. This powerful attack can obliterate shields on hit.
Glänzendes
Dunkel
Special
Brynhildr Stance
An advancing command-grab attack that has Leo rushing forwards with his arms extended. If he grabs an enemy, he'll leap into the air, raising them over his head, and dunk them into the ground. Strike even more fear into the hearts of shielding opponents... or just dive off the stage with your enemy in tow.
Kahn-Schild
Shield
Brynhildr Stance
Replacing his shield in Brynhildr Stance, Kahn-Schild is a counter stance that creates a mystical shield in front of (or, er, behind) Leo. Projectiles will bounce off the shield, and if a physical attack hits it, Leo will automatically retaliate with a sweeping slash with both swords.
Stahlwirbel
Smaaash!!
Brynhildr Stance
Spinning his swords in his hands, Leo thrusts them forward and fires off a giant shield-like projectile that flies across the whole screen at incredible speed, dealing big damage to any enemies in its path.
Pachislot Ocelot
Major Ocelot
Real name Adamska, Ocelot is a Russian-American soldier working for the GRU under the command of Colonel Volgin. His past is a mystery, he has a fascination with torture and other gristly interrogation methods, and he seems to secretly be a triple-agent working for... well, everyone.

A self-certain sharpshooter with a knack for one-handed firearms, Ocelot became a Major in GRU at a young age, and was given command of his own squad - the Ocelot Unit. But during a mission to capture a scientist from the KGB, he was knocked down several pegs by Naked Snake, the apprentice of the legendary soldier The Boss. Ever since that day, Ocelot has devoted himself to proving his superiority over his "rival" Snake.
Ease of Use:✦✦
Properties
The core of Ocelot's playstyle lies in his resource-management. If he's deprived of his ammunition, Ocelot is a lightweight with poor reach and poor damage. If he manages his shots carefully and can find space to top up when needed, though, he can torture his foes from afar with far-reaching, high-damage projectiles with little fear for himself. He thrives particularly well on stages with more complex layouts, where he can hide in out-of-the-way spots and harrass the enemy with ricocheting shots using his Ricochet Genius stance.
Abilities
This time, I've got
Twelve Shots
Passive
Ocelot's revolvers can hold a combined total of twelve shots. Firing a revolver as part of an attack, naturally, consumes one of these shots, and attempting to fire a revolver without any ammo will result in a shorter animation of Ocelot's gun clicking uselessly.
Revolver Fire
Strong
Ocelot's Strong attacks will cause him to aim and fire one of his revolvers. All of his Strong attacks can be angled to alter their trajectory. Additionally, he has an additional set of Strong attacks he can use in midair, which let him fire in different trajectories.

Pressing the Strong attack button multiple times will fan the gun's hammer and fire multiple back-to-back shots; Ocelot can only fire six shots in a row like this before he'll automatically holster his weapon and return to an idle stance.
Reload
Special
Ocelot begins deftly reloading his revolvers, one bullet at a time. While he's using Reload, his ammunition will gradually refill. Any effects that would increase his Smaaash!! Gauge generation rate, like Last Stand, will increase his Reload speed too. His Reload speed also increases while he's in Rage.
Ricochet Genius
Back + Special
Ocelot holsters both of his revolvers, and a targeting reticle appears on screen for as long as the Special button is being held. The control stick can be used to aim the reticle anywhere on the stage, and moving it over an enemy will "target" that enemy.

When the button is released, Ocelot will quickly draw one revolver and fire it at the reticle's position, or at the targeted enemy. If there are any obstructions between him and the target, Ocelot will automatically attempt to fire the bullet in such a way that it ricochets off of the stage and into his target; but the more the bullet ricochets, the longer it'll take to hit its target, and the easier it'll be to predict and dodge.
Flying Platform
Up + Special
A flying platform appears under Ocelot's feet, which he can pilot freely through the air with the control stick for a short time. When the flying platform runs out of fuel, it will begin to rapidly plummet. Ocelot can use his grounded revolver-based attacks while on the platform, and leap off of it by jumping.
Leaping Ocelot
Down + Special
midair only
Ocelot points his revolvers downwards and fires both of them at once, launching himself a short distance upwards with the recoil. This move can be used as many times as necessary in the air, as long as Ocelot has enough ammunition for it.
Ocelot Unit
Taunt
When Ocelot is hit out of a taunt by an enemy's attack, a member of the Ocelot Unit will fire at the attacker from offscreen, dealing minimal damage and knockback but modest hitstun.
One Last
Showdown
Smaaash!!
Ocelot lunges forwards and grabs at an enemy, using CQC to flip them over. As the enemy is recovering, a cutscene plays of Ocelot walking up and lowering his hand to his hip. From there, a quick-draw minigame will play; by pressing any attack button, Ocelot can choose to draw his remaining revolver and fire it, dealing heavy damage to the enemy, and by pressing any attack button, his target can attempt to dodge out the way. A perfect dodge will significantly reduce the damage and knockback taken from the attack.
MetaKnightKAR
Meta Knight
The mysterious leader of the Meta-Knights and the captain of the flying warship known as the Halberd. Little is known about Meta Knight himself; nobody knows where he came from, or why he always wears a mask over his face. Though he's a noble and chivalrous swordsman with ultimately good intentions, his methods tend to be a bit on the extreme side, and he's obsessed with his own strength.

His connection to Kirby is unknown and poorly understood. Although... they do look kinda similar, don't they...?
Ease of Use:✦✦✦✦
Properties
Meta Knight is an extremely mobile fighter with a deceptive amount of reach despite his stubby limbs. He can cover large distances at incredible speed, making him a threat no matter how far away the enemy gets. Though his attacks come out fast, they tend to leave him open to counterattack for a short time, which can be terrifying for a lightweight like him... unless he can activate his Meta Quick, a powerful Install Smaaash!! that eliminates a good chunk of that endlag and makes him even faster.
Abilities
Hover Flap
Double Jump
Meta Knight technically has an infinite number of double jumps. However, each one gives him less and less height. After enough uses, the jump only becomes good for briefly slowing his fall speed.
Meta Multithrust
Attack
The third hit of Meta Knight's jab combo is a rush of rapid stabs. It extends outwards a fair distance horizontally, letting hit enemies far away from him.
Meta Spin Slash
Down + Strong
Meta Knight performs a spin attack with his sword extended. When unleashing the attack, holding left or right on the control stick will cause him to shift slightly in that direction.
Mach Tornado
Special
Meta Knight spins around at high speed, forming a tornado around his body and hitting nearby enemies multiple times. Unlike in Smash Bros., Mach Tornado can't move freely vertically during the attack either. Instead, he can use Hover Flap to gain height without interrupting the attack. He can still "drift" horizontally, though.
Shuttle Loop
Forward + Special
Meta Knight performs a looping midair slash, transitioning smoothly into a forward glide with his sword extended. The glide isn't perfect - he'll gradually lose height during it - but it's still fairly fast, and he can deal damage to enemies by charging into them.
Upper Calibur
Up + Special
Meta Knight performs an uppercut slash, rising into the air. If he hits an enemy with the attack, pressing the Special button a second time will follow up with a series of darting slashes that blow the enemy away. With Meta Knight's ability to move about, Upper Calibur's second part can make for a good finishing blow once you've gotten your opponent close enough to the edge.
Meta Quick
Smaaash!!
Power surges through Meta Knight and motes of light begin to rise off of his form. While Meta Quick is active, Meta Knight's movement and attack speed are both greatly increased. It doesn't last for very long, though; Meta Knight can only channel the full power of an SS-tier for a short time.
Tornado Slash
Forward + Smaaash!!
Meta Knight raises his sword and slams it into the ground at his feet, creating a thin column of whirling air that'll toss any foes it touches high into the air.
Galaxia Darkness
Back + Smaaash!!
Meta Knight grabs his cape and pulls it around in front of him. If any enemies get covered by the fabric, the screen will fade to black... then, Meta Knight executes a deft slash that sends all nearby foes flying! The move comes out fairly fast, even without Meta Quick active.
Miriam2x
Miriam
In the 18th century, at the dawn of the industrial revolution, magic and alchemy were slowly becoming a thing of the past, and so a group of Alchemists conspired to summon demons into the world and ensure their place in mankind's future. They created Shardbinders - humans whose bodies were implanted with mystical crystals, giving them an affinity for demonic power - to serve as the sacrifices necessary for the summoning.

Miriam - a quiet and strong-willed orphan - was the first Shardbinder the Alchemists created, but she fell into a comatose state after the procedure, and thus was spared. She reawakened ten years later to a world once again besieged by demons, this time summoned by a fellow Shardbinder and an old friend...
Ease of Use:✦✦
Properties
Miriam's strengths are a little difficult to nail down. She's a middleweight with very average stats. Her attacks are a balance of disjointed mid-range and advancing close-range, so it isn't always clear whether she favors zoning or rushdown. The trick to playing her, ultimately, is to tweak your playstyle based on the Shards you're able to gain from your opponent, which more properly embellish one of the roles she's able to play. In battles with multiple opponents, her playstyle can shift drastically over the course of the fight just by getting different Shards.
Abilities
Shardbinder
Passive
Miriam has no Special Moves of her own. Instead, whenever she deals damage, she has a chance to extract a "Shard" from the enemy, granting her access to one of their Special Moves. The chance of gaining a Shard rises the more damage the attack deals, and the first attack she lands in any fight is always guaranteed to generate a Shard that lets her mimic the closest thing her target has to a recovery move (usually Up Special). She can get a Shard that uses an input she already has a Shard for, but doing so will overwrite the original copied move.
Flashing Air Kick
Forward + Attack
Miriam performs a spinning kick, advancing a short distance forwards as she does so. Inputting the attack multiple times will cause Miriam to chain together up to two more Flashing Air Kicks in quick succession, at the cost of a bit more endlag at the chain's end. "Un...! Deux...! Trois...!!"
Divekick
Down + Attack
midair only
Miriam... well, divekicks downwards. On hit, she bounces up off the enemy's head, giving her a bit of height.
Accelerator
Dash + Attack
Miriam briefly accelerates, a damaging blue aura forming around her body, before slowing down to a standstill.
Head Flail
Forward + Strong
Miriam conjures a big spiked helmet on the end of a ribbon and swings it in front of her. The more the move is charged, the larger the helmet gets; at max charge, it practically eclipses Miriam!
Axe Strike
Up + Strong
Miriam conjures an emerald axe and swings it in a 45° arc over her head using telekinetic power. The more the move is charged, the bigger the arc gets.
Teps Salrenda
Down + Strong
As Miriam crouches, a bolt of lightning manifests a few feet above her head and arcs downwards towards her current position, blasting nearby enemies directly away from her. The more the move is charged, the more bolts will fall.
Craftwork
Grab
When Miriam grabs, she conjures a large stained-glass hand to grasp in front of her. Since her arms are free and the hand is doing most of the lifting, she can move around a little bit while she has an enemy held. Granted, she can only walk and jump, but she can still throw at any time during this by pressing an attack button...
Summon Chair
Taunt
Miriam thrusts one hand outwards, summoning forth a wooden chair. Holding Taunt while right on top of the chair will cause her to sit down in it, legs crossed casually.
Thrashing Tentacle
Smaaash!!
A gargantuan tentacle emerges from a portal behind Miriam and swings around wildly, dealing huge damage to any foes struck in an unpredictable area-of-effect attack.
Welcome Company
Smaaash!! (hold)
Miriam summons a set of mysterious paintings in a ring around her body. The portraits circle her, knocking back any enemies that stray too close and blocking projectiles they collide with.
Morgan Yu
Morgan Yu
One of the Yus - a pair of siblings who together work for the TranStar corporation, which operates out of the space station Talos I. Their signature product, Neuromods, can alter the user's neural pathways to instantly grant them new skills... or even supernatural powers.

Morgan Yu's life was thrown completely off-course by the escape of the Typhon - the alien creatures whose unique chemistry and abilities served as a key component in Neuromod creation. With the help of an A.I. named January, they set out to unravel the web of mysteries that led to Talos's fate and destroy the Typhon before they can escape to Earth.
Ease of Use:✦✦✦
Properties
Morgan Yu is a trapper first and foremost, relying on dirty tricks, flexibility, and strong defensive tools in order to seize the advantage from their enemy. Many of their abilities, particularly their Stun Gun normals and Special Moves, specialize in leaving the enemy vulnerable to a follow-up attack. This ability to open up vulnerabilities is balanced out by some rather poor damage output overall, and Morgan can struggle to finish off opponents without opening them up multiple times.
Abilities
Stun Gun
Attack
Some of Morgan's normals release a small burst of electricity from a small handgun, which can paralyze struck enemies for a short time. Enemies that are already paralyzed or in hitstun will just take knockback from these attacks.
Kinetic Blast
Strong
When Morgan is charging their Strong attacks, the attacks' area of effect becomes visible as a faint glow, and control-stick inputs can be used to slightly "aim" the attacks.
Backlash
Special
Morgan briefly forms a psychic barrier in front of them. If an enemy tries to attack Morgan while the barrier is up, it will release a pulse that launches them a fair distance away without damaging them. However, if they don't attack, Morgan will be left in a vulnerable recovery animation after the barrier fades.
Phantom Shift
Forward + Special
Morgan teleports in a chosen direction in an instant, leaving behind a shadowy doppelganger frozen in place where you once were. An enemy that touches the doppelganger will be briefly locked in place, leaving it open to an attack. Phantom Shift can be aimed diagonally upwards or downwards.
Phantom Genesis
Back + Special
A similar-looking Special to Phantom Shift, but with one key difference - instead of teleporting, Morgan creates a doppelganger a set distance away from them. The distance is the same as Phantom Shift's teleportation range, and it can be aimed slightly just like Phantom Shift.
Lift Field
Up + Special
Using psychic power, Morgan creates a pillar of inverted gravity that extends from the bottom all the way to the top, unobstructed by stage terrain, and lingers for a short time. Anything that moves into the pillar, including Morgan themself, will be sent flying up into the air. The longer the Special button is held for when using Lift Field, the farther in front of Morgan the Lift Field will be formed; just tapping the Special button will form it directly under Morgan.
Mimic Matter
Taunt
Morgan briefly transforms into a Typhon-like black mass, then reforms in the shape of an item. The direction held while Taunting can transform Morgan into a specific item; otherwise, they'll just turn into whatever's nearby. Morgan can still move across the ground and jump a short height, even as an item.

While in an item's form, Morgan functions exactly like that item in every aspect except for destructibility (attacks will just damage them normally). They can even be picked up and thrown off the stage... The utility of this ability is only truly apparent in a Team Battle.
Psychoshock
Smaaash!!
Morgan's eyes flash with an eerie glow, and they release a narrow horizontal bolt of power that covers across a large portion of most moderately-sized stages. Contact with this bolt will stun an enemy and briefly disable their own Smaaash!! Gauge, preventing it from filling up or being used.
Mindjack
Down + Smaaash!!
Morgan releases a pulse of uncanny energy from their entire body. The pulse reflects incoming projectiles and flips enemies around. Additionally, Assists that are struck by the pulse will be turned to Morgan's side, causing them to attack the ones that originally summoned them. This effect resets the amount of time the Assist has before it despawns.
TD Sandman 2x
Mr. Sandman
The World Video Boxing Association's World Champion, weighing in at over 280 pounds... Mr. Sandman had a spotless record, having earned his name by beating his every opponent via knockout. No matter who it is he fights, they always leave the ring fast asleep.

And then he lost a single fight... to a boxer half his age, a foot shorter, and nearly two hundred pounds lighter... His pride shattered, the once-stoic Mr. Sandman is furious and desperate for a rematch, to reclaim the World Circuit belt and finally put Little Mac to bed where he belongs!
Ease of Use:✦✦
Properties
A colossal heavyweight who only gets faster and meaner the longer he's allowed to stay on the battlefield for. Mr. Sandman's specialty is fake-outs and reaction tests, as he can spend meter to turn any chargeable attack into a counter or unleash max-charge attacks instantaneously. He doesn't have any overtly damaging Smaaash!! Attacks, but with the amount of damage he can dish out with his normals alone, it's hard to say if he even needs any.
Abilities
Final Round
Passive
When Mr. Sandman is in Rage, his otherwise-slow movement and attacks suddenly become a lot faster, and projectile attacks will no longer cause him to flinch if they hit him while he's idle, moving, or charging, letting him more easily deal with high-mobility characters and zoners. Additionally, Razor Uppercut transforms into Dreamland Express.
Breaker Overhead
Special
Mr. Sandman raises one fist and swings it downwards, advancing a small distance forwards. The attack deals heavy damage to shields, and charging it increases its shield-breaking power even further.
Night-Night Hook
Forward + Special
Mr. Sandman darts a short distance backwards, dodging attacks, then swings one fist around to punch at enemies in front of him. Night-Night Hook is one of Mr. Sandman's few meterless defensive tools.
Razor Uppercut
Up + Special
Mr. Sandman unleashes a powerful uppercut. Using Razor Uppercut multiple times in a row can chain together up to three quick uppercuts, after which he'll have to take a break. The first uppercut can be charged up by holding the Special button, increasing its power with seemingly no upper limit.

When using Razor Uppercut in midair, each uppercut will lift Mr. Sandman a short distance into the air. One uppercut on its own doesn't give much height, so you'll usually have to use a full chain of three to get back on-stage.
Dreamland
Express
Up + Special
with Rage
When Mr. Sandman gains Rage, Razor Uppercut transforms into Dreamland Express. This version of the attack is largely the same, but it charges even faster, and can be chained together a grand total of fourteen times instead of the original three. In exchange, each individual uppercut deals less damage and, when used in midair, provides less height.
Boo!
Smaaash!!
while charging attack
Mr. Sandman has the unique ability to charge most of the attacks in his arsenal, and Boo! is special Smaaash!! Attack that can only be used while charging an attack.

When used, he'll briefly jeer forwards in an attempt to spook the opponent. If an attack would hit him during the taunt, he'll automatically duck out of the way and counter with a hook punch, launching the enemy horizontally. If he doesn't get hit, he'll go right back into charging his attack.
Wink
Smaaash!!
Mr. Sandman winks, both on the battlefield and on his HUD. It's not very spectacular on its own... but, he can cancel out of the wink into any of his chargeable attacks. When he does, that attack will be executed instantly at maximum charge.
Neon White Trimmed
Neon White
Once per year, the souls of assassins and hitmen are dredged up from Hell and brought to Heaven for the Days of Judgement - a "contest" in which these damned souls are given the title of Neon and tasked with slaughtering the demons that invade Heaven. At the end of those ten days, the top-ranking warrior gets to stay in Heaven for the rest of the year, and the rest are returned to Hell.

This is Neon White's very first time participating in the Days of Judgement, and it's shaping up to be one for the history books. He doesn't remember a single thing about his past - a first for any Neon - and he's surrounded by self-proclaimed "friends" from his old life as a mercenary. On top of all that, it seems he's become a pawn in a greater game that will decide the fate of Heaven...
Ease of Use:✦✦
Properties
Neon White is a fast but floaty lightweight with a wide arsenal of projectile-based normals he can use to zone his enemies. His signature gimmick, Soul Cards, gives him perhaps the most complex and extensive repertoire of recovery options of any character in the game... but, using them comes at the cost of weakening his offensive capabilities for a time. He's reliant on stylish, high-movement combos to mop up foes.
Abilities
Soul Cards
Passive
All of White's firearm-based attacks are bound to Soul Cards. Inputting these moves while the Smaaash!! attack button is held will unleash a completely different effect called a Discard Effect. Doing so will exhaust the Soul Card. Exhausted Soul Cards recharge over time, but until they're recharged, any Discard Effects and Special Moves linked to them will be unavailable, and normals linked to them will be weakened and won't fire any projectiles.
Perfect Run
Passive
Whenever White destroys or reflects an enemy projectile, he gains a brief boost to his movement speed.
Katana
Strong
All of Neon White's Strong attacks have him drawing a katana and quickly slashing it around him. None of them are bound to Soul Cards, but they can be used to reflect projectiles.
Elevate
Attack
Many of White's tilts and aerials utilize a small handgun, firing off a single mid-range shot.

The yellow Discard Effect launches White into the air, which can be used as an additional jump in emergencies. The Soul Card is linked to the largest chunk of White's moveset, but it also tends to recharge faster.
Purify
Special
White raises a machine gun and fires it directly forwards, releasing bullets in a somewhat wide spread that slowly narrows and becomes more focused. Holding the Special button will continuously fire shots, but firing for too long will begin to decrease the shots' damage and knockback, like a flamethrower-type attack.

The purple Discard Effect launches a sticky grenade in a chosen direction. Once the bomb lands on a surface, it will automatically detonate after a little under a second, dealing damage to surrounding enemies and propelling White directly upwards.
Godspeed
Forward + Special
White lowers his body as he pulls out a rifle, aiming carefully down its length, and fires a shot that travels instantaneously across the stage. Holding the Special button while inputting the move will let the player aim the rifle upwards or downwards, but he can't turn around without putting the rifle away, nor can he aim any higher or lower than about a 45° angle.

The blue Discard Effect causes White to instantaneously dash directly forwards, damaging enemies in his path. White is invulnerable during part of the dash. Hitting an airborne enemy with the attack will meteor smash them.
Dominion
Back + Special
White pulls out a rocket launcher and fires it directly forwards. The move is a fast-moving explosive projectile attack, but using it will exhaust the cyan Soul Card, limiting its useability.

The cyan Discard Effect causes White to hurl a grappling hook forwards. If it hits a wall or enemy, he'll quickly pull himself to the hook's end.
Fireball
Up + Special
White pulls out a shotgun and fires it directly downwards, using the weapon's kickback to push him slightly into the air. It's an utterly abysmal recovery move; more often than not, he'll need to rely on his Soul Card abilities to get back onstage.

The red Discard Effect causes White to charge upwards while bathed in an aura of flames, or in another direction by inputting one on the control stick during the attack's brief start-up. Some flames linger on White's body for a very short time afterwards, knocking struck enemies away from him.
Stomp
Down + Special
White spins around in midair while firing an SMG directly below him, peppering enemies with weak shots and briefly slowing his own descent. If he's on the ground, he'll automatically leap upwards before attacking.

The green Discard Effect causes White to dive downwards, meteor-smashing any foes in his path and emitting a shockwave on impact with the ground. If he's already on the ground, he'll emit the shockwave immediately. White has some invincibility frames during this move, particularly the landing.
Book of Life
Strong + Smaaash!!
White hurls a white playing card in the inputted direction as a fast-moving projectile with light homing. If the card collides with a surface or fighter, a red sigil will appear, and White will instantly teleport to the spot the card collided with and leap a short distance into the air. His sudden appearance damages nearby enemies, knocking them upwards. The move's fixed knockback lets White follow up with an aerial.
Okuyasu ShootingStar
Okuyasu Nijimura
Okuyasu and his brother Keicho were raised by their father; their mother died when they were young. Though they faced financial troubles for a time, their dad somehow found a fortune when he was recruited by an immortal creature named DIO. When DIO was killed in 1989, a mind-controlling creature he'd planted in the father's head went out-of-control, transforming the man into an abomination that could heal from any wound.

Keicho and Okuyasu discovered an arrow that DIO had entrusted to him, and used it to give themselves Stands - psychic embodiments of their fighting spirit, possessing otherworldly powers - then set out to create more Stands. The ultimate goal of their existence was to find or create a Stand capable of putting their father out of his misery.

Okuyasu's own Stand, The Hand, has the ability to erase anything it touches and seamlessly "stitch together" the surrounding space. It is an immensely powerful Stand, limited by both its slow movements and Okuyasu's own slow wits.
Ease of Use:✦✦✦✦
Properties
The Incarnations series' resident gorilla character. Okuyasu dominates zoners with the power to erase projectiles right before they hit him. Despite technically being a very slow fighter on foot, he can easily get bursts of fast and safe movement using his Teleportation - one of his two Special Moves, but one that's so crucial to his gameplay that you gotta wonder if he even needs more. While he's an expert at getting into melee range, though, Okuyasu himself can be unusually vulnerable to rushdown, as a lot of his moves are a little slow to come out.
Abilities
『The Hand』
Passive
When using several of his attacks, Okuyasu uses his Stand's power to swipe through space, erasing it completely. These swipes can completely nullify and destroy any projectiles or items that they touch, and doing so grants a chunk of Smaaash!! Gauge.
There!
Forward + Attack
Okuyasu reaches one of The Hand's arms out in front of him in addition to his own, and scrapes towards himself, erasing the space. One of Okuyasu's fastest normals that erase space, making it one of the best options for quickly erasing projectiles and items.
Got ya, runt!
Down + Attack
midair only
A single-hit divekick attack where Okuyasu rushes downwards while The Hand's foot is extended. Against a grounded opponent, the move is a blockable hitgrab in which The Hand knocks the opponent to the ground and rapidly stomp on the enemy, dealing heavy damage.

If Okuyasu manages to hit an airborne enemy with a sweetspot at the very start of the move, the enemy will get caught under The Hand's foot and dragged downwards. If they land back on the stage, The Hand will unleash its stomping attack like normal. If they don't land back on the stage, and instead dive off the edge, the enemy will be K.O.'d before Okuyasu.
Space Erasure
Strong
When using a charged Strong Attacks Okuyasu first has The Hand swipe in front of him. This can "pull in" nearby enemies and items as the Stand scrapes away the space between them, and charging the move increases the distance from which it can pull things in. After The Hand brings enemies into melee range, Okuyasu himself unleashes an attack to send them flying.
Teleportation
Special
The Hand scrapes away the space in the chosen direction, and it and Okuyasu "teleport" a short distance in that direction. Their movement is instantenous, letting them dodge attacks and projectiles.
A Flowerpot?!
Back + Special
The Hand scrapes through space... causing a flowerpot to teleport into existence a set distance away from Okuyasu and fly towards him in an unorthodox projectile attack. If there isn't an enemy between Okuyasu and the flowerpot to take the blow, it'll just hit him instead, dealing exactly 0.5% damage and launching him backwards.

Holding the Special button charges up The Hand's power, causing the flowerpot to appear farther away from Okuyasu. Okuyasu can still fight normally while charging, but will be locked out of moves that utilize The Hand until he unleashes the attack.
Gonna finish
you off!
Smaaash!!
The Hand pulls back its right arm, visibly charging up energy in the palm. When the Smaaash!! attack button is released, it will bring the hand down in front of Okuyasu, erasing a massive area in front of them and dealing huge damage.

Holding the Smaaash!! attack button charges up The Hand's power, eventually causing the attack to become unblockable. Okuyasu can still fight normally while charging, but will be locked out of moves that utilize The Hand until he unleashes the attack.
Let's crush 'em!
Back + Smaaash!!
The Hand emerges behind Okuyasu and unleashes a rapid volley of attacks. The Smaaash!! Gauge becomes a timer that rapidly counts down to when the volley will end. While The Hand is attacking, Okuyasu can act freely.

The Hand will still be utilized for some of Okuyasu's attacks if he's Locked, at the cost of interrupting the volley; otherwise, Okuyasu will attack on his own, and moves like his forward tilt and down aerial won't have the special properties that they derive from The Hand.
PlagueKnightShowdown
Plague Knight
A member of the malicious group of knights that call themselves the Order of No Quarter... though calling Plague Knight "orderly" would be a complete lie. He is an insane alchemist with an unending love of making things explode. He's contemptful, mocking, and immensely reckless.

But despite his cruelty and madness, he has a soft spot for his aide - Mona, a normally-apathetic woman who only seems to come out of her shell when practicing alchemy. When they set out to brew the Ultimate Potion using the Essences of legendary knights, he claimed it was just to gain ultimate power. After all, if he's finally powerful, then maybe Mona will love him just as much as he loves her...
Ease of Use:✦✦
Properties
Rather befittingly for somebody with such a bird-like look about him, Plague Knight is a featherweight. With this in mind, his favored gameplan is to scare the enemy out of fighting in melee by chucking bombs with his Strong attack or holding a Bomb Burst at the ready. When they're too brave for that to work, using his fast air speed and movement-centric Specials lets him outmaneuver and confound them. When he does spot an opening, he can quickly swoop in to seize upon it, throwing out a quick explosion of damage before returning to the defensive.
Abilities
Bounce Bomb
Strong
All of Plague Knight's Strong attacks have him throwing explosives that detonate on contact with enemies. They all deal approximately equal damage, but how he throws them varies drastically based on the input. Fully-charging a Strong attack will turn its Bombs into Tracer Bombs, which explode when they hit the ground to release emerald flames that crawl across the struck surface.

The default throw, Bounce Bomb, simply has him rolling a bomb a short distance across the ground. It's straightforward but highly multipurpose, and can be used in midair to chuck bombs diagonally downwards.
Whirl Bomb
Forward + Strong
Plague Knight hurls a bomb directly forwards, and after travelling a set distance it makes a u-turn and flies back into his hand. The bomb will always explode on contact with surfaces, even when it isn't fully charged.
Lob Bomb
Up + Strong
Plague Knight chucks a bomb into the air. The projectile arcs through the air a fair distance over his head, before plummeting back down. The bomb will always explode on contact with surfaces, even when it isn't fully charged.
Drop Bomb
Down + Strong
Plague Knight deposits two bombs right at his feet, one in front of him and one behind him.
Bomb Burst
Strong (hold)
Holding down the Strong button causes Plague Knight to charge up until his body flashes with emerald light. In this state, releasing the Strong button will cause him to abruptly explode, damaging anyone nearby and launching him skywards. Tilting the control stick in a direction can alter Bomb Burst's trajectory. When in midair, every Bomb Burst after the first will give much less height than normal.
Vat
Special
Plague Knight hops a short distance into the air, and an explosive Vat appears underneath him. The Vat is both a floating platform and an explosive trap, detonating when it's sufficiently damaged or when it's hit by one of Plague Knight's Bombs. Plague Knight can only have one Vat on-screen at a time, and he has to touch the ground of the stage again in order to regain the ability to summon a new one.
Staff of Surging
Up + Special
Plague Knight jets upwards with his staff raised in a multi-hitting uppercut attack. Pairing it with Bomb Burst and Vat can give Plague Knight strong aerial adaptability.
Bait Bomb
Down + Special
Plague Knight drops a fish-shaped bomb on the ground. The Bait Bomb will move slowly across the ground until it reaches an edge, then hop off of that edge. Contact with an enemy will detonate it. In certain gamemodes, if you drop a Bait Bomb off the stage's side, it might blast helpful goodies back up onto the stage...
Fleet Flask
Dash + Special
Plague Knight quickly quaffs a weird-looking tonic and suddenly accelerates, gaining enough speed to plow straight through enemies in his path. Attacking or turning will stop the charge, but jumping will maintain his horizontal speed.
Big Boom
Smaaash!!
Plague Knight pulls out a large, distinctly gourd-shaped glass bottle and tosses it into the air above his head. The Big Boom releases a plus-shaped pillars of green fire that extend outwards in both directions until they hit an obstruction, and hit multiple times. A well-placed Big Boom can cover a large portion of the screen.
Smoke Bomb
Down + Smaaash!!
Plague Knight throws down a bomb that creates a cloud of obfuscating smoke. When he's in the cloud, he's invulnerable to regular attacks and projectiles! He's still vulnerable to grabs and throws, though...
Spin Ye Bottle
Up + Smaaash!!
Mona appears on the battlefield, and explosive flasks begin raining from the sky all across the stage. Plague Knight can hit the flasks with attacks to knock them around, and a direct-hit against an enemy with one can deal huge damage.
Raidou (DSSH3DS Art)
Raidou Kuzunoha XIV
The Kuzunoha Clan is more of a title than a family, borne by those whose sworn duty is to safeguard the world from supernatural threats. Talented Devil Summoners are scouted from across the world to join their number.

The fourteenth bearer of the name Raidou Kuzunoha is a student from Yumizuki Imperial High School, assigned the duty of watching over The Capital at Japan's center. He works with Shouhei Narumi of the Narumi Detective Agency in keeping an eye open for unusual goings on, and is constantly accompanied and advised by a mysterious talking black cat named Gouto-Douji.
Ease of Use:✦✦✦
Properties
In a game full of explosive super moves, Raidou instead uses his Smaaash!! Gauge to summon forth demonic allies that fight alongside him. His demonic allies are Assists that can fight largely independently of him, making him without a doubt the easiest of the "puppetmaster" characters to pick up. However, playing Raidou still necessitates an understanding of what situations are best for what demon; once he's chosen a demon to summon, he's locked into that ally until his Smaaash!! Gauge refills.
Abilities
Devil Summoner
Passive
Raidou's Smaaash!! Attacks are used to summon one of four demonic familiars to fight alongside him as Assists. Assists can be K.O.'d by knocking them offscreen, but also have a set amount of health, and reducing it will K.O. them just as well. Raidou can only have one demon on the field at a time; summoning a new one will replace his old one, but also fully restore his demon's health.

Raidou starts each round with his Smaaash!! Gauge completely full, letting him summon a demon right away. He tends to gain meter a bit faster than other fighters, too, especially when he doesn't have a demon on the field.
Tekisatsu
Dash + Attack
Raidou lunges forwards with his katana extended. Mashing the Attack button during the attack will instead cause Raidou to perform a flurry of stabs, emerald light forming into a spear around his sword.
Spinning Slash
Down + Strong
Raidou spins in a quick circle with his katana extended, slashing all around him.
Rapidfire
Special (tap)
Raidou draws a revolver from under his cloak and fires it directly forwards in a fast-moving projectile attack that deals a tiny amount of fixed knockback. Pressing the Special button multiple times will fire off more shots without lowering the revolver, locking the enemy in place... but Raidou's revolver can only hold six bullets; once it's empty, he won't fire anything.
Reload
Special (hold)
Raidou draws his revolver and begins loading bullets into it one at a time, up to the maximum of six.
Jiraiya Dance
Up + Special
Raidou leaps high into the air, emerald light forming into a giant axe-like blade around his sword, then dives downwards and slams the magic axe into the ground on impact, creating a shockwave of energy.
Tactic Command
Down + Special
Demon Summoned
Raidou shouts an order to his demon, causing it to alternate between acting aggressively and acting defensively.

While acting aggressively, the demon will chase down the enemy and use normal attacks of its own volition.

While acting defensively, the demon will follow Raidou, and won't attack unless it's commanded to use a Skill.
Skill Command
Smaaash!!
Demon Summoned
Raidou's current demon performs a special attack called a Skill. Holding different directions when inputting the attack will cause the demon to use different Skills, and each demon has different Skills. Using Skills doesn't cost any Smaaash!! Gauge.
Pagan-clan
Mokoi
Forward +
Special + Smaaash!!
Raidou summons Mokoi, a doll-like spirit whose Skills utilize a boomerang to attack from afar. It's the fastest of Raidou's demons, letting it return to his side quickly when he uses Tactic Command.
Skill-clan
Tam Lin
Back +
Special + Smaaash!!
Raidou summons Tam Lin, a spear-wielding warrior who excels at keeping enemies at bay with his sweeping, far-reaching Skills. He has the unique ability to survive a single otherwise-lethal attack once per summon.
Wind-clan
Moh Shuvuu
Up +
Special + Smaaash!!
Raidou summons Moh Shuvuu, a girl who flies in the air and can attack with multi-hit tornadoes when using Skills. She can't fly very fast, but she can maneuver more easily around hazards and take more direct routes to get to Raidou's side.
Skill-clan
Ippon-Datara
Down +
Special + Smaaash!!
Raidou summons Ippon-Datara, an imposing blacksmith covered in metal, who attacks with a superheated hammer. When fighting defensively, some of his Skills increase Raidou's attack power for a short time.
RawkHawk2x
Rawk Hawk
In the flying city of Glitzville, the star attraction is the fighting arena - the Glitz Pit. The reigning champ there is the "Feral Nuclear Reactor," Rawk Hawk, an arrogant and egotistical heel adored by the masses.

After his last rival, the legendary Prince Mush, disappeared under mysterious circumstances, there wasn't anyone who posed a threat to Rawk Hawk holding the belt for years! His winning streak came to an end when a certain red-clad plumber arrived, looking of a Crystal Star that looked uncannily like the star on the champion's belt...

True to his stage persona, Rawk Hawk is a crooked fellow who's not above cheating to make sure his rivals don't ever get into the ring with him. But just because he's underhanded doesn't make him a bad fighter, or even dishonorable. He didn't become champ just by making all his opponents late to the show, and anyone who beats him earns his respect.
Ease of Use:✦✦✦✦✦
Properties
You don't need to think very hard to play Rawk Hawk... but you don't need to think all that much when fighting him, either. While his approach can be terrifying due to Falling Hawk's incredible speed, it also tends to be rather predictable due to his barebones skillset. Leveraging his mobility to get into a range where it's harder to react to him is key. Once you've got meter to burn, either bust out his Stage Hazard to make his neutral even more difficult to deal with, or use Power Lift once you've started a combo to really lay on the pain!
Abilities
Hawklike Reflexes
Passive
When Rawk Hawk collides with walls or ceilings while using Rolling Rawk or Megaton Leap, he'll cling to that surface for a short time. He can even cling to the "edges" of the screen! While on a wall or a ceiling, he can move around slowly with the control stick, leap off with the jump button, or use Falling Hawk with the Special button.
Slide Kick
Down + Attack
Rawk Hawk slides forwards on his back with one foot extended, kicking at enemies' feet. On an unblocked hit, Slide Kick can be cancelled into Rolling Rawk.
Rolling Rawk
Special
Rawk Hawk leaps forwards and somersaults through the air. Holding the control stick in different directions can alter the trajectory of the move: holding forward causes Rawk Hawk to leap farther forwards; holding backwards causes him to leap back; and holding down reduces the height of the leap.

When Rawk Hawk collides with an enemy, he'll bounce off of them in the held direction, dealing some damage in the process. If he collides with a wall instead, though, he'll automatically cling to it.
Falling Hawk
Special
Rolling Rawk
or
Hawklike Reflexes
During Rolling Rawk, pressing the Special button will cause Rawk Hawk to dive forwards and slightly downwards, dealing damage to enemies on impact. A fast mobility move that's difficult to react to, but leaves Rawk Hawk highly vulnerable on block.

Falling Hawk can also be used while clinging to a surface. When doing so, the control stick can be used to choose the direction of the dive.
Megaton Leap
Up + Special
Rawk Hawk leaps hiiigh into the air, smashing through enemies in his path. A straightforward recovery move with good vertical range but rather poor horizontal range. If Rawk Hawk hits a ceiling, he'll automatically start to cling to it.
Stylish!
Taunt
(during an attack)
Hitting the Taunt button right as Rawk Hawk is hitting an attack will cause an alternative animation of him striking a pose to play, generating some Smaaash!! Gauge. These flashy animations only a couple frames longer than the usual animation that plays on hit, but the input can be tricky to time.
Power Lift
Smaaash!!
Rawk Hawk raises his champion's belt aloft, and the Crystal Star in its center infuses his body with raw power, enhancing his damage, defense, and knockback resistance while causing his body to visibly shimmer like a foil trading card. Unlike other Installs, Power Lift doesn't use a timer; instead, it only lasts for a certain number of "hits." After landing attacks or getting hit a certain number of times, Rawk Hawk's power surge will fade, and he'll return to normal.

...Wait, hold on a sec, isn't the Crystal Star on his champ's belt a fake?! What gives?!
Stage Hazard
Smaaash!!
Hawklike Reflexes
Rawk Hawk shakes the entire field, causing stage lights and buckets to rain down from above around the other fighters for several seconds afterwards. The bigger the battlefield, the more it'll rain. This move has the hidden bonus of "resetting" the amount of time Rawk Hawk can cling to the wall or ceiling for, letting him stay there for much longer.
Roxas (Art) KHD
Roxas
When a boy with a Keyblade willingly let his heart be consumed by darkness to save the girl he cared for, the empty vessel that was left behind became a new being. The new being was found wandering Twilight Town by a man in a black coat, and gifted the name "Roxas."

For 358 days, Roxas worked for Organization XIII, a group of worldhopping Nobodies who wanted to create new hearts for themselves using the power of Kingdom Hearts. During his time with them, he befriended two other members of the Organization, but difficult circumstances tore their friendship - and his ability to remember one of them - apart.

Struggling to cling to happy memories that were fading with every second, Roxas took up his old friend's Keyblade alongside his own and turned against the Organization, intending to seize Kingdom Hearts for himself and use its power to bring back his friend.
Ease of Use:✦✦✦
Properties
Roxas is an evasive and defensive fighter who thrives when the odds are stacked against him in spite of his lighter weight, thanks to the options he gains access to once he's in his Limit Break state. Even without sandbagging for the first portion of a stock, though, Roxas can hold his own easily with the unique properties of his roll, his disjointed Strong attacks, and the approach options afforded him by Duel Stance. While his one Smaaash!! Attack isn't very powerful, he has the tools to quickly close in after a Dual Shot to secure a K.O.
Abilities
Limit Break
Passive
When Roxas is in Rage, he gains access to Black Hole, his Strong attacks are powered up, and his Smaaash!! Gauge fills slightly faster than normal.

Certain effects increase the damage required to be in Rage. If this would raise the threshold above Roxas's current health, he will exit Rage.
Dodge Flash
Roll
When dodging, Roxas transforms into a ray of light to quickly dart in the chosen direction. Roxas can roll twice in quick succession, cancelling the first into the second, to cover long distances quickly, toy with his opponents, or simply evade more safely.
Cross Slash
Roll + Attack
At the end of his roll, Roxas crosses his Keyblades and thrusts them forwards. It's a fairly punishable move and has barely any reach, but being able to get an attack off that soon after dodging might be handy...
Magic Hour
Up + Strong
Roxas brings his Keyblades together and thrusts them upwards, releasing a pillar of light from his body and extending upwards. If Roxas charges the attack while in Rage, smaller pillars of light will rain down a very short distance in front of him, with the number increasing the more the move is charged.
Whirlwind Swing
Down + Strong
Roxas slashes outwards with both Keyblades, creating a tornado that reaches out both in front of and behind him and hits multiple times. When charging this Strong attack in Rage, Roxas will conjure pillars of light around him. The pillars spin outwards from his body when he unleashes the attack, amplifying the move's vertical reach and damage.
Circle Raid
Special
Roxas hurls his Keyblades in a circle around his body, dealing rapid damage to enemies in close proximity. He hovers in midair when using this move, and can move a very short distance in any direction by tilting the control stick.
Duel Stance
Back + Special
Roxas lowers himself down and raises both his Keyblades in a defensive stance, maintaining the stance until either his Lock is released or until another button is pressed. He has limited super armor in this stance, letting him withstand a hit or two without flinching.

Pressing an attack button will cause Roxas to unleash a dashing slash, moving forwards instantly. The movement can be used to easily evade projectile attacks.

Pressing the Shield button will cause Roxas to perform Reversal, darting a short distance forwards and dodging attacks in the process. If he's close to an enemy, he'll skirt around them and end up behind them, facing their back.
Hurricane Period
Up + Special
Roxas performs a spinning uppercut slash with Oathkeeper, rising into the air. If the Special button is pressed a second time, he transitions into rapidly dropping downwards while spinning in the opposite direction with Oblivion outstretched. The multihit diving attack can drag enemies down with it.
Black Hole
Special + Smaaash!!
with Rage
Roxas unleashes a rapid Keyblade combo while leaping back and forth, dealing a burst of damage before knocking the enemy away. His weaving makes him invulnerable while using Black Hole. After using it, the threshold for being in Rage rises by 15%.
Dual Shot
Smaaash!!
Spinning both Keyblades in front of him, Roxas fires off a large magical bolt of mixed light and darkness. This fast-moving projectile explodes on contact with an enemy, covering a large area. It won't deal any knockback to a grounded opponent, but it's guaranteed to stagger them even if they have super armor.
Selicy Splash transparent
Selicy
A mysterious girl who makes her home in the frigid arctic. Selicy claims she lives there because she's "queen of the North"... but it's hard to tell whether she's actual royalty, or if it's just another one of her endless stream of deadpanned jokes and references.

She has the power to manipulate ice, and fights with a set of icicle-like spears that she hurls through the air. In addition to that, though, she can pick up and wield pretty much any other spell she needs on her way to the mysterious city of Eden.
Ease of Use:✦✦
Properties
The biggest trick in Selicy's arsenal is the mobility afforded her by Fairfrozen. Being able to displace herself mid-attack, without giving up her position on the stage, is the crux of her offense. Second-biggest is Frost, which gives her fantastic bursts of damage and meter gain, but can also give her a terrifying finishing move in Snowpiercer. She's fragile, and her damage is poor outside of Frost, but she can create openings where no other character can and confound opponents to no end.
Abilities
Frost
Passive
Some of Selicy's attacks will apply stacks of Frost to struck enemies, even when shielded. When an enemy exceeds three stacks of Frost, they'll lose three stacks and take a chunk of damage. If the most recent stack came from a Smaaash!! attack, the damage will be increased; if not, Selicy gains some Smaaash!! Gauge.
Fairfrozen
Smaaash!!
while Locked
Holding the Smaaash!! attack button while Locked causes Selicy to dart a fair distance forwards. She's still "standing" in her original position, marked by an icy glow, and interacts with stage geometry as if she was still in that position, but her hitboxes and hurtboxes are in the displaced position. This lets her attack through obstructions like walls or barriers. It can also make for some very inventive grabs and throws...

Fairfrozen can only be used for about a second at a time. When that time is up, or when the Smaaash!! button is released, Selicy will return to her original position. It doesn't cost any Smaaash!! Gauge to use.
Step Pierce
Forward + Strong
Selicy lunges forwards and stabs with one of her ice blades. A powerful shield-piercing attack, particularly when charged, that can be angled upwards or downwards. It applies a single stack of Frost on hit.
Zenith
Up + Strong
Selicy launches a chunk of ice into the air over her head, which explodes on contact with the enemy or the ground. The explosion applies a single stack of Frost on hit.
Frostbolt
Special
Selicy raises one hand, forming a chunk of ice in it, then hurls it forwards as a quick-moving projectile that applies a stack of Frost.

Holding the Special button will continue to add more mass to the Frostbolt, increasing its size and damage at the cost of flight speed. After reaching a certain size threshold, it applies two Frost instead of just one.
Flurry
Forward + Special
Selicy's ice blades stab forward rapidly with a wave of her hand, hitting frontal enemies multiple times.

If Selicy moves with Fairfrozen, her ice blades will continue stabbing from the spot where the move was used, letting her charge up another move.
Shine
Back + Special
Selicy manifests ice blades and arranges them in a circle in front of her. If an enemy touches them, the blades will begin tracking them, centered on their body. When Shine is used again, the blades stab inwards, knocking struck enemies into the air and applying two stacks of Frost.
Snowpiercer
Up + Special
Selicy uppercuts directly upwards blades-first, knocking enemies up into the air with her. If the struck enemy has any Frost stacks, the stacks are consumed in exchange for increased knockback.
Fimbulveter
Smaaash!!
With a wave of her hand, Selicy conjures an enormous blizzard that applies Frost to enemies once per second for six seconds.
Hailstorm
Up + Smaaash!!
Selicy creates a massive storm overhead, and chunks of ice will fall from the sky for several seconds. Getting hit by one inflicts a stack of Frost.
Serph Boxart Transparent
Serph
In the wasteland known only as the Junkyard, since time immemorial, six tribes of emotionless soldiers have fought for dominance. When only one tribe remained, the survivor would win the right to leave the hellish realm, ascend the massive Karma Temple, and reach the paradise known only as Nirvana. However, each tribe's strength remained equal, and so the war remained at a standstill.

One day, a mysterious egg landed on the boundary between Embryon-occupied lands and Vanguard-occupied lands. The egg released waves of power that triggered drastic changes in the soldiers of the Junkyard; for the first time, they began to feel emotions... but they became subjected to an insatiable hunger for human flesh that, when it became too overpowering, transformed them into demons.

Struggling to comprehend newfound humanity while wielding monstrous power, and seeking to unravel the secrets of the black-haired girl they found in the egg, the Embryon's leader Serph promised that he and his men would bring the war to an end and take the girl to Nirvana.
Ease of Use:✦✦
Properties
Serph is two characters in one, and can alternate between the two forms at the push of a button. As a human, he's a trapper and a zoner who can create hazardous zones using a combination of different bomb types. As the demonic Varna, he becomes a brutal grappler who can generate meter very quickly. Knowing which situations are best for which moveset, or even how to wield the two in tandem despite their seemingly-conflicting styles of play, can turn Serph into a terrifyingly versatile character.
Abilities
Transform
Back + Special
Serph has two different "forms" that they can take in battle. Using Transform allows him to alternate between these two movesets as needed, but it takes a short amount of time to change forms.
Hell Thrust
Strong
All of Serph's Strong Attacks have him extend a bone-like blade from one arm and slash it savegely. His Strong Attacks remain the same regardless of his current form; when he's Human, one of his arms will temporarily transform into Varna's to perform the attack.
Berserk Form
Back + Smaaash!!
Blue lines spread across one of Serph's arm as it permanently transforms into Varna's... or, does the rest of Varna's body transform back to Serph? This Smaaash!! Attack is a timed Install that is usable by both forms, and grants Serph access to both his forms' movesets at the same time. Attacking while Unlocked will result in the human form's attacks, and attacking while Locked will result in Varna's attacks.

In Berserk Form, Serph's stats are those of his human form. This means he's faster than Varna, but also easier to launch.
Phantom Ring
Roll or Airdodge
Human
When Serph starts rolling or airdodging an instant before he's hit by an attack, he will take half damage, dodge out of the attack in a blur of emerald data, and leave the enemy briefly slowed. A brief afterimage of the man he was based on, Serph Sheffield, can be glimpsed during the dodge.
Handgun
Special
Human
Serph raises his handgun and fires a single shot directly forwards. A fast projectile attack that deals low damage and no knockback, but it can be used quickly to rack up damage from a distance.
Molotov
Forward + Special
Human
Serph tosses a flaming bottle forwards. On contact with a surface, or when hit by an attack (like, for example, a Handgun shot), the bottle will explode and scatter flames everywhere. The flames cling to floors and walls, dealing steady damage to anyone touching them. Flames can also land on enemies to set them on fire for an extended period of time.
Panic Shot
Up + Special
Human
Serph rises quickly into the air while spiraling rapidly, firing weak gunshots in every direction. Like with Handgun, Panic Shot's projectiles deal no knockback.
Land Mine
Down + Special
Human
Serph places a landmine on the ground at his feet, or on a wall he's facing. Landmines, naturally, trigger when an enemy moves too close, causing a spire of earth to burst out from the surface they were planted on and knock the enemy away. Landmines won't be destroyed when Serph changes forms, so trying to trigger one with a frozen enemy can be a highly effective tactic.
Blizzard Shot
Smaaash!!
Human
Demonic energy gathers around Serph's gun arm as he aims forwards, then fires a fast projectile that pierces through enemies' bodies and instantly freezes them.
Bufula
Special
Varna
Varna grabs forwards with both arms, freezing any enemies he catches with a surge of ice magic. Bufula will always miss on an enemy who's in hitstun or already frozen.
Rend Asunder
Forward + Special
Varna
Varna rushes forwards with both of its blades extended in an unblockable grab attack. On a successful grab, it will skewer the enemy with both blades before tearing them outwards, launching the enemy away and gaining a chunk of Smaaash!! Gauge. This command grab is uniquely able to be used against a frozen enemy, but doing so will instantly shatter the ice entombing the enemy.
Raving Slash
Up + Special
Varna
Varna slashes wildly around itself while rising into the air, catching enemies around it and dragging them up before sending them flying away.
Power Charge
Down + Special
Varna
Varna howls savagely, locking itself in a lengthy animation in exchange for gaining a large amount of Smaaash!! Gauge.
Cocytus
Smaaash!!
Varna
Varna forms a miniaturized blizzard into a sphere in front of it, then hurls the blizzard forwards as a giant, slow-moving projectile that can instantly freeze any enemy it passes through.
Full Banquet
Forward + Smaaash!!
Varna
Varna grabs forwards with both arms. If he grabs an enemy, he'll slam them into the ground and tear into their body with his blades. The command-grab deals heavy damage while restoring some health to Varna.
TTGL Simon2x
Simon
This is the story of a man who carves his own path in spite of fate.

While digging a new tunnel for his subterranean hometown of Giha Village, Simon came across an ancient face-shaped machine, and a key capable of activating it. Shortly after this, a chance encounter with a girl from the surface revealed the forgotten reason their village lived underground - the surface was ravaged by massive mechs called Gunmen, piloted by the animalistic Beastmen who were tasked by their Spiral King with exterminating humanity.

Fueled by a fighting spirit that was being slowly kindled by faith from his longtime friend Kamina, Simon began piloting the machine he found - named "Lagann" by Kamina - and set his sights on using the little mech's unexplained powers to overthrow the Spiral King and reclaim the surface world for mankind.
Ease of Use:✦✦✦✦✦
Properties
Simon fights in the mech Lagann, which despite his youth puts him in the same size and weight class as some of the roster's larger and more monstrous members. He has poor ranged options, but more than makes up for it with his diverse movement capabilities, letting him soar above or burrow below the ground as needed as long as he's managing his Spiral Power carefully. With Smaaash!! Gauge, he can make up for his lack of long-range options by calling in Team Gurren for an assist, whether that's summoning Kamina onto the battlefield or getting some supporting fire from Yoko.
Abilities
Spiral
Passive
Simon's HUD includes a spiral-shaped timer called his Spiral Power. Spiral Power is used as fuel for Simon's unique movement options, Jet Boost and Lagann Impact. It gradually refills over time when it isn't in use, and regains large chunks when Simon deals damage. Using Spiral Power in midair disables its gradual recharge, and reduces the amount gained from attacking, until Simon lands back on the ground.
Jet Boost
Double Jump
Instead of a double jump, Simon can deploy a small jet booster from Lagann's underside, gradually halting his fall and boosting him upwards. Holding the Jump button will keep the booster deployed, but using it drains Simon's Spiral Power.
Drill Break
Forward + Strong
Lagann transforms one arm into a large drill and thrusts it forwards in a short-distance dash, dealing heavy damage over multiple hits and restoring an impressive amount of Spiral Power. While charging up the Strong Attack, Simon holds the drill over his head and revves it up, which can deal light damage to enemies that stray too close.
Earthshaker
Down + Strong
Lagann turns its bottom half into a giant drill and digs straight down, boring into the earth and creating an earthquake to knock surrounding grounded enemies into the air. Pressing and holding the Special button before Lagann pulls itself out of the ground will cause Simon to begin drilling through the ground, as if he collided with it using Lagann Impact.
Lagann Impact
Special
Lagann's bottom half transforms into a giant drill, which it revves up before propelling itself point-first in the chosen direction. An omnidirectional dashing attack that hits multiple times, and can be "charged up" by mashing the Special Button to increase the distance travelled and the number of times the attack hits.

Colliding with a platform during a Lagann Impact while the Special button is being held will cause Simon to begin digging through it. When re-emerging from the ground, he'll burst out drill-first, damaging anyone in his path, and potentially burrowing into another surface if he collides with one. Drilling through platforms like this will consume Spiral Power, with the rate increasing the longer Simon is underground. If Simon runs out of Spiral Power before he can re-emerge, he'll automatically be forced out from the point where he entered.
Anti-Gunmen
Artillery
Foward + Smaaash!!
Yoko Littner emerges from Lagann, resting her rifle on the rim of the mech's cockpit, and fires a high-power shot directly forwards. This instantaneous horizontal attack covers the entire length of the screen, shatters shields instantly, and deals huge damage on hit.
Who the hell do
you think we are?!
Back + Smaaash!!
Team Gurren's leader Kamina leaps out of Lagann and draws his katana, joining the battle alongside Simon while monologuing about how the boy should believe in himself! As an Assist, Kamina favors fast disjointed sword strikes, and occasionally tries to bludgeon an enemy with a small pistol. But just having him out on the field gives Simon an infinite supply of Spiral Power, so even if he never lands a single hit, it can always be worth the meter to summon him. Just make sure he doesn't get knocked out of the fight early!
EOU-Simon
Simon Yorke
Ten years ago, one of the countless giant Yggdrasil trees that dotted the world inexplicably exploded. Its destruction laid waste to everything in the vicinity, including the small mining town of Gotham. There were only two survivors - the fourteen-year-old Simon, and a boy he saved named Arthur.

Simon was taken in and raised by the Midgard Library - an organization dedicated to the collection and preservation of knowledge. As an adult, he joined their number as a medic, and became the leader of an investigation team consisting of himself, Simon, and a noblewoman named Raquna Sheldon.
Ease of Use:✦✦✦
Properties
Those who played Marth in Super Smash Bros. will find themselves right at home with Simon Yorke and his quick mid-range sword pokes. Though he lacks the universal "tipper" sweetspot that Marth is best known for, Simon possesses a different signature mechanic in its place - the ability to top off his health after attacks using Chase Heal, giving him some longevity that one might not expect from a character in his weight class. In a pinch, he can use the most powerful metered options in the game - his Force Breaks - and bet his ability to use Smaaash!! Attacks for the remainder of the stock in exchange for a huge advantage.
Abilities
Force Break
Passive
Some of Simon's Smaaash!! Attacks are Force Breaks. They're even bigger and stronger than regular Smaaash!! Attacks. However, using them sacrifices Simon's entire Gauge for the remainder of his current stock, preventing him from using any further Smaaash!! Attacks until he respawns. Force Breaks can also be used during other Smaaash!! Attacks, cancelling out of them.
Anaesthetic
Down + Throw
Simon jabs the enemy with a syringe of an unknown painkiller, causing them to slump and fall asleep. Feel free to get off a Chase Heal or two while they're snoozing peacefully.
Chase Heal
Special
(after an attack)
At the end of any other attack, pressing the Special button will cause Simon to pause and regain his composure afterwards, restoring a little bit of his health.
Blinding Slash
Forward + Special
Simon pulls his body back, then dashes directly forwards in a single instant, slashing through enemies in his path to knock them upwards. In midair, the dash is angled slightly upwards as well. Simon is immune to projectiles during the dash, but he can still be knocked out of it by a well-placed melee attack.
Falcon Slash
Back + Special
Simon lunges a short distance forwards while stabbing with his sword in a long-reaching attack. Pressing the Special button repeatedly during the lunge will cause Simon to stab multiple times in a quick burst before finishing with a longer lunge that has heavy endlag but deals huge shield damage.
Raging Edge
Up + Special
Simon performs a lightning-quick rising slash, knocking enemies horizontally away from him. The speed at which it comes out can make it an alright reversal option. A fairly good recovery move vertically, if a little poor horizontally.
Take
Taunt
When playing with items on, sometimes a pillar of light will appear from the ground when Simon stands close to certain spots. Taunting near these "Gathering Points" will cause him to search the area and uncover a random item. Gathering Points are not random; each stage has a predetermined ones.
Volt Chaser
Smaaash!!
(after an attack)
Simon vanishes in a blur, reappearing close to the attacked enemy, and unleashes a quick electric slash to knock them a set distance into the air. A simple combo extender that can chain into Raging Edge or cancel into Full Gain.
Hurricane
Forward + Smaaash!!
Simon performs a whirling slash, hitting multiple times. He can "drift" slightly in a chosen direction during the move, and reflects incoming projectiles.
Force Break:
Full Gain
Up + Smaaash!!
Wielding his sword in a two-handed grip, Simon performs a rising uppercut slash that hits multiple times and deals heavy damage and knockback. A fantastic emergency recovery option that deals big damage to boot.
Force Break:
Medical Miracle
Down + Smaaash!!
A Force Break that causes Simon to completely refocus, his eyes blazing with rediscovered determination. This restores a huge amount of his health and cures all negative statuses afflicting him.
Spamton by CordRocker
Spamton Spamton Spamton Spamton Spamton Spamton Spamton Spamton
Ease of Use:Yes!
Properties
NOBODY EVER KNOWS WHAT [Amazing Values] I;VE GOT IN STOCK!!! I HAVE [Unpredictable Midrange Attacks] FOR EVERY !   DON'T FORGET TO TRY MY [Bouncing Pipis Projectile] AND MY SIGNATURE [Big Shot]!! MY [Metered Option] PRICES ARE ALWAYS CHANGING SO WAIT FOR A [Amazing Deals] BEFORE YOU BUY MY [Ultimate Attack]. I DIDNT SPEND [Year] INSIDE THE RING FOR NOTHING! I DIDNT SPEND [Year] INSIDE THE RING FOR NOTHING! I MAY BE [Lightweight Wrestling Champion1997] BUT MY [Wire(s)] DO TOO GOOD A JOB AT STOPING ME FROM [Embracing The Void] THEY LET ME ASCEND TO [Heaven].
Abilities
KROMER
*Passive*
KROMER MAK3S ME [Forget The Pain] AND LETS OTHERS KNOW THAT [Suffering I Feel]!!! I SOLD MY [*Smaaash!!* Gauge] BEFORE COMING HERE, BUT WITH MY HARD_EARNED KROMER I CAN JUST *BUY* MY [*Smaaash!!* Attack(s)]. IN [This Economy] THE PRICE FOR [*Smaaash!!* Attack(s)] IS ALWAYS FLUCTUATING, SO CHECK THE STOCKS ALL THE TIME. BUY LOW SELL [Death].

MY BANK ACCOUNT CAN ONLY HOLDS [1997] KROMER. GOOD YEAR!!!!!!
TRANSMIT
KROMER
Forward _ Strong
I LITERALLY BREATHE [Good Deals]!! SUCKING IN BREATH BY [Hold Down The Strong Attack Button] WILL PULL [Little Sponge(s)] TO ME FROM AFAR AND LEAVE THEM WAITING FOR [My Incoming Attack]. GIVES KROMER! GOOD BARGAIN!
MEET LOCAL SINGLES
STRAIGHT FROM
[My]
Specil
FROM MY [Trustworthy Smile] MOUTH I EXUDE ONE (1) [Me]_SHAPED CREATURE. IT SCURRIES FORWARDS AND LEAPS FOR JOY WHEN IT;S NEAR A [Customers]. MEETING IT KNOCKS [Dissatisfied Customers] UPWARD.
[Big Shot]
Forward _ Specil
400418
WITH MY [Arm Cannon I Grew Just Now] I .

[Hold Forward Before Specil] LAUNCHES A BOUNCING BABY Pipis, HARD TO PREDICT.
[Tap Forward And Specil At The Same Time] LAUNCHES A [BIG SHOT] FOR [BIG!!! DAMAGE!!!!!].
GRAB IT BY THE
[Silly Strings]
Up _ Specil
AN ACCURSED [Wire] EXTENDS FROM MY BACK AND ATTACHES TO [Above Me]. IT PULLS ME UP, SAVING ME FROM [The Infinite Abyss That Awaits Below]. MOVES FAST IN ANY DIRECTION BUT NO DAMAGE.
[HeartAttack]
*Smaaash!!*
MY [HeartShapedObject] BURSTS FROM MY CHEST ON A CHAIN. IT BOUNCES AROUND AND WILL RELEASE A [little shot] FOR ANYONE WITHIN [The Target Audience]
CAN YOU REALLY
LOOK IN MY [Eyes]
AND SAY NO!?
Down _ *Smaaash!!*
MY [Charming Visage] BECOMES BIG [For A Limited Time Only]!! PRESS [Attack Button] FOR FAST EYE BEAMS. PRESS [Strong Button] FOR NOSE SPREAD SHOT. PRESS [Specil Button] FOR BRE4THE IN AND CHARGE A [*Big* Big Shot] FROM MY MOUTH.
HELP
360deg _ *Smaaash!!*
AN [Me Except With Wings] DESCENDS FROM THE [Heaven], AND ITS [Store-Brand Painkillers] BRINGS ME [Brief Respite From Endless Suffering]. AFFECTS HP LOTS!

I LOVE [Free* Health Insurance]
Golden Tahu 2x
Tahu
The day that the six amnesiac heroes washed up on the shores of the tropical paradise of Mata Nui feels like an eternity ago. When they arrived, the six were told that they were elemental warriors called Toa, sent by the Great Spirit to defend the island's peaceful inhabitants from the malevolent forces of the malevolent god Makuta.

Since that day, many truths have been revealed about Mata Nui and its inhabitants, and even about the nature of the world itself. Now, the battle between the Great Spirit and Makuta Teridax has come to a head, and all their forces are mustered. Tahu, Toa of Fire and the leader of the six original heroes, has been tasked with gathering six pieces of Golden Armor forged by the Great Spirit's energy. With the armor's power, Tahu will be able to absorb the corruption that fuels Teridax's minions and gain the ability to wield their myriad powers, and thus turn the tide of the final battle!
Ease of Use:✦✦✦✦✦
Properties
A snowballing character that has to scramble with his opponent to seize fragments of Golden Armor. With each one he collects, he grows a little bit more powerful and gains access to new abilities. Regardless of how much armor he has, though, Tahu as a fighter is defined by his mid-range attacks, though his moveset is flexible enough that he ends up just as effective at zoning as he is at moving in on enemies.
Abilities
Golden Armor
Passive
When Tahu is on the field, special Golden Armor pieces will spawn as items, regardless of the current item settings. Golden Armor pieces can also be knocked out of enemies by Tahu's attacks.

When a fighter other than Tahu picks up Golden Armor, all they can do is toss it around, dealing no damage and minimal knockback on hit. When Tahu picks up a piece of Golden Armor, he will automatically equip it to his body. (If he already has that Golden Armor, it will transform into a piece he doesn't have yet.) For each piece of Golden Armor that Tahu has equipped, his attack and launch power increase slightly. Some pieces also give him new abilities or upgrade specific moves. He can have up to six pieces - three Plates on his chest and upper arms, a Sword Hilt, a Shield, and a Mask. Try to collect them all!

When Tahu is K.O.'d, three pieces of his Golden Armor will burst off of his body as he respawns, and he'll have to reclaim them before they disappear or get thrown off-stage by an enemy.
Golden Shield
Passive
Golden Shield
When Tahu has his Golden Shield, he will automatically use it to block incoming projectiles. In order to block, he cannot be attacking, and has to be facing towards the projectile.
Burning Slash
Forward + Strong
Tahu slashes his Fire Sword in front of him, in a long-reaching attack that knocks foes backwards. When he has his Golden Sword Hilt, the attack's reach nearly doubles, giving him one of the farthest-reaching Forward Strongs in the game.
Kanohi Hau
Special
Tahu's mask glows as he briefly projects a spherical barrier of energy around his body. If an attack collides with the barrier, it will absorb the blow and explode outwards in a burst of searing heat as a counterattack, knocking surrounding foes backwards.

When Tahu has his Golden Mask, the barrier persists for slightly longer, and the counterattack becomes capable of reflecting projectiles.
Fireball
Forward + Special
Tahu forms a large fireball in one hand, then hurls it forwards as an arcing projectile. Holding the Special button charges the fireball with more power, increasing its size and causing it to explode on impact at the cost of slowing it down.
Heat Vision
Back + Special
All Golden Armor
Tahu unlocks this move when he obtains all six pieces of Golden Armor, and will retain the ability to use it no matter how much Armor he has equipped until he loses his current stock. When using Heat Vision, he charges energy into his mask and fires a narrow, piercing laser beam forwards at a slight downward angle. A slow but fast-moving projectile that can travel across incredible distances.
Kanohi Miru
Up + Special
Tahu rushes upwards while spinning rapidly, propelled into the sky by superheated air. Afterwards, Tahu gently glides downwards, and can continue doing so while using other attacks until down is tapped on the control stick.

When Tahu has his Golden Mask, he launches himself slightly higher when using the Kanohi Miru.
Inferno Tide
Dash + Special
Tahu slides on his heels and is lifted off of the ground by a "wave" of lava that rolls across the ground. Holding the Special button will allow Tahu to continue surfing forwards, pushing items on the ground in front of him as he plows through enemies. It's easy to knock him off of the wave with an attack from the air, though.

Inferno Tide is the only attack that lets Tahu retain the ability to block projectiles with the Golden Shield.
Nova Blast
Smaaash!!
Tahu unleashes massive amounts of his elemental power all at once, in the form of an explosion centered on his body that hit multiple times. After the final hit, opponents are sent hurtling, and Tahu has to take a moment to regain his footing from the sheer power of his own attack. He recovers slightly faster the more Golden Armor he has.
Kanohi Vahi
Down + Smaaash!!
Tahu puts on the Mask of Time over his own mask and, with a massive surge of power, slows the movements of all other fighters to a crawl for a short time. The stage and items all move at the same pace, but the enemies are sitting ducks. Though, Tahu doesn't deal nearly as much damage or knockback while Kanohi Vahi is active, so the ideal use this time is to set up for something flashy and devastating when time resumes, or to try to gather up as much Golden Armor as you can.
Tressa Colzione
A merchant from a family of merchants. Tressa is an expert at spotting value, and can haggle with the best of them despite her youth. But, growing up, she dreamed of leaving her hometown of Rippletide, exploring the world, and discovering what sights and treasures it held.

A chance encounter with a legendary pirate-turned-trader was what finally convinced her to pursue this dream. Following in the footsteps of a wandering apothecary, whose journal she'd been given as a gift, she wandered the world just for the sake of discovery, blissfully unaware that a much grander fate awaited her and seven others like her.
Ease of Use:✦✦✦✦
Properties
While Tressa remains heavily focused on resource management in re:Umbral Endeavor, she's replaced her wallet with a segmented Smaaash!! Gauge, necessitating much less on-the-fly math. Even with that change and all the other new abilities added to her kit, though, she retains her original playstyle from the original Umbral Endeavor; she's still an expert on mid-range pokes, who can keep the enemy just out of reach with her long spear normals. What she lacks in flashiness, she more than makes up for with strong fundamental tools to keep her afloat in neutral.
Abilities
Boost
Passive
Tressa's Smaaash!! Gauge is split into five segments. While at least one of these segments is full, pressing the Smaaash!! Attack button will activate Boost, causing an aura of energy to flare up around Tressa. Boost increases her normals' damage and enhances her Special Moves in unique ways, but after a Boosted attack, the Boost will fade and she will lose a segment of meter.

Pressing the Smaaash!! Attack button with Boost already active will deactivate it.

Holding the Smaaash!! Attack button will apply even more Boost, up to a maximum of three levels, to enhance Special Moves even further in exchange for spending even more segments. (Attacks used with a higher Boost level will still only consume one segment, and won't gain any additional benefits.)
Rest
Crouch
While Tressa is crouching, she relaxes happily while sitting on the ground. In this state, she recovers from negative effects slightly faster, and very, very slowly regenerates health. The effect increases slightly when Boosted.
Hired Help
Strong
Tressa's Strong attacks summon mercenaries to attack on her behalf. The mercenaries count as Assists, for better or worse; they can block projectile attacks for Tressa, shielding her from damage at the cost of being dispelled early. While Boosted, they can withstand an infinite number of attacks without being defeated.
Sidestep
Special
Tressa raises her spear in front of her in a defensive stance. If struck in this stance, she'll automatically dodge out of the way and retaliate with a spear thrust, launching the attacker away. Each Boost level spent on Sidestep increases the window of time during which she's able to counter attacks, and reduces the amount of time she spends vulnerable afterwards.
Trifold Thrust
Forward + Special
Tressa thrusts forwards with her spear up to three times while gliding on the ground, chipping away at the enemy's shield with each hit. She can shift forwards and backwards while using this attack. Each Boost level spent on Trifold Thrust adds three additional stabs and increases the attacks' speed, up to a maximum of twelve lightning-fast strikes.
Tradewinds
Up + Special
A vortex of wind bursts out from Tressa's feet, causing her to soar upwards while dealing rapid damage in a cylinder around her. Each Boost level spent on Tradewinds increases its vertical reach, recovery ability, and hit count.
Purchase
Down + Special
Tressa opens up for business! A shop menu appears in her HUD, which she can use to purchase unique items by spending segments of her Smaaash!! Gauge. Using Purchase while Boosted will make higher-quality items available, but they'll cost more to acquire.
  • Healing Grape: A healing item that is immediately used up to restore ~15% damage.
  • Wind Soulstone: A throwable item that explodes on contact with an enemy or surface, releasing a column of wind similar to Tradewinds that launches enemies upwards.
  • Ice Soulstone: A throwable item that explodes on contact with an enemy or surface, freezing any struck enemies.
  • Befuddling Dust: A throwable item that explodes on contact with an enemy or surface, releasing a lingering cloud that reverses the controls of any enemies inside.
  • Blinding Dust: A throwable item that explodes on contact with an enemy or surface, releasing a lingering cloud that extends the invulnerability period of any dodges Tressa or her allies perform inside it.
  • Light Nut: A transforming item that is immediately used up to temporarily increase Tressa's movement speed.
  • Donate: An option that only becomes available in team battles. Instead of buying an item, Tressa gifts the spent meter to a teammate of her choosing.
SF4 T Hawk 2x
T. Hawk
The criminal organization known as Shadaloo has brought T. Hawk nothing but despair over the course of his life. When he was a child, their soldiers took over his home. His father tried to lead other members of the Thunderfoot tribe in a rebellion, but they were mercilessly slaughtered by M. Bison, and the rest were forced into exile. Many years later, Shadaloo began abducting people from among the Thunderfoot's rank... including Julia, T. Hawk's lover, who was brainwashed and ultimately left as a shadow of her former self.

T. Hawk has never been particularly fond of violence. But despite this, he willingly entered the second World Warrior tournament, and intends to keep fighting until Julia is rescued and rehabilitated, the Thunderfoot's homeland is returned to them and restored to its original beauty, and the murderous M. Bison pays for his crimes.
Ease of Use:✦✦✦
Properties
T. Hawk is an aggressive rushdown/grappler hybrid who can chain his offensive fluidly and easily into his signature move, Mexican Typhoon. Though he's a larger and somewhat heavier fighter, he's capable of fast and unpredictable movement patterns using a combination of Tomahawk Buster, Condor Dive, and Condor Spire. While his playstyle may seem simple, though, his highly unorthodox inputs make him less beginner-friendly.
Abilities
Mexican Typhoon
360° + Any (release)
T. Hawk grabs an enemy in front of him by their head, spins them around wildly, then slams them face-first into the ground. In midair, he'll dive downwards at high speed during the slam portion of the attack... but compared to similar grabs, T. Hawk can't move particularly far horizontally.

Mexican Typhoon is an exceptionally unique move; in addition to having one of re:Umbral Endeavor's only 360° inputs, it can be inputted with Attack, Strong, or Special. Additionally, the move comes out when the attack button is released. As a result, T. Hawk can chain into it incredibly easily from other attacks simply by holding the attack's button, doing the circle input, then releasing.
Condor Spire
Any Direction + Special
T. Hawk quickly charges forwards, hitting enemies in his path twice. Holding up will instead cause T. Hawk to use Tomahawk Buster, which has him charging upwards at a 45° angle, and moving further than he would normally. The strange trajectory makes it a somewhat unorthodox recovery move. Alternatively, holding down while in midair will instead cause T. Hawk to use Condor Dive, which functions similarly to Tomahawk Buster, but has him charging diagonally downwards instead.

When using Condor Spire or any of its variants, T. Hawk can cancel into any of the other variants, but only once.
Focus Attack
Back + Special
T. Hawk's body briefly becomes cel-shaded as he headbutts forwards. Holding the Special button causes T. Hawk to slowly charge up power, during which he possesses limited super armor and can take a single hit without flinching. Any grounded enemies struck by Focus Attack will be crumpled, with the length of the crumple animation determined by how long Focus Attack was charged.
Double Typhoon
Smaaash!!
T. Hawk grabs the enemy by their head and hurls them into the ground so hard that they rebound high into the air. He leaps into the air, grabs them again, and dunks them into the ground. Unlike Mexican Typhoon, T. Hawk can move fairly far during the leaping portion of Double Typhoon; if they happen to dive off the edge, the enemy will be K.O.'d before T. Hawk.
Raging Slash
Up + Smaaash!!
T. Hawk leaps upwards, grabbing any airborne enemies in his path and hurling them downwards. If they hit the ground, T. Hawk will automatically land next to them, grab them by the ankle, and swing them into the ground over and over. The impacts can deal damage to other nearby enemies as well.
Red Focus Attack
Back + Smaaash!!
Red Focus Attack costs 50% of the Smaaash!! Gauge to use. Though this attack looks similar to a Focus Attack, T. Hawk flashes red during its start-up, and gains infinite super armor rather than only one hit's worth. While charging a Red Focus Attack, you can also cancel into a dash.
DBFZ Vegeta Portrait
Vegeta
The proud son of King Vegeta, ruler of the Saiyans of Planet Vegeta. (Yes, we know, it's confusing.) However, both Vegeta's father and his homeworld were obliterated in secret by the intergalactic emperor Frieza decades ago.

For most of his life, Vegeta and his allies Nappa and Raditz were forced to serve in Frieza's army, but they were prepared to rebel against their tyrannical master when they discovered the Dragon Balls - a set of artifacts from Earth that can grant a single wish to whoever can gather all seven.

Vegeta's come a long way since the day he landed on Earth. He used to be an awful, irredeemable person - evil to the core! But now... well, he's still plenty arrogant, but since Frieza's defeat he's started a new life on Earth, with a family and everything. But he's never stopped seeking greater strength.
Ease of Use:✦✦
Properties
Vegeta is a unique sort of meter-hungry; his goal is to invest as much power as he can into Maximum Charge, then combo into one of his beam supers and unleash all that accumulated power. If he's allowed to snowball, his damage output can theoretically become unparalleled. However, he builds his meter fastest when at the brink of defeat, requiring Vegeta players to fight recklessly and take hits on purpose with a character whose low weight and faster-than-normal fall speed make him easy prey for longer combos.
Abilities
Zenkai Boost
Passive
Saiyans gain massive strength from near-death experiences. Every time Vegeta enters Rage, the rate at which he builds Smaaash!! Gauge increases for the remainder of his current stock.

Vegeta retains the effects of a Zenkai Boost even after he loses Rage. He can receive multiple Zenkai Boosts in a single stock, but for each Zenkai Boost that Vegeta already has, the increase provided by a new Zenkai Boost will be lessened.
I have no use for
Saiyans that can't move
Down + Grab
A unique additional grab that can only hit enemies that are knocked down. When he grabs an enemy, Vegeta will toss them into the air above his head. At lower percentages, it can combo into Galick Gun.
Ki Blast
Special (tap)
Vegeta charges ki in one hand, then flings it forwards as a fast projectile that can be aimed in any cardinal or diagonal direction. Mashing the Special button will cause Vegeta to rapidly fling out up to fifteen more ki blasts in the same direction as the first.
Big Bang Attack
Special (hold)
Vegeta charges up azure ki in his palm and fires off a larger, more powerful ki blast in any cardinal or diagonal direction. Holding the Special button for even longer while Vegeta has any Maximum Charge available will consume a single stock of it to power the blast up, increasing its size and damage and giving it enough priority to delete any other non-metered projectile.
Super Dash Kick
Forward + Special
Vegeta flies forwards while swinging his leg in front of him. Pressing Special two more times will cause Vegeta to perform up to two follow-up kicks while continuing to move forwards. The move tends to be unsafe when shielded, even with its follow-ups, but can serve as a great horizontal recovery tool.
On a scale
of one to ten...
Back + Special
"...I'll give you a three." Vegeta rushes forwards while grabbing. If he catches an enemy, he'll slam them into the ground for a hard knockdown. If the Special button was held down during the move, he'll automatically follow up by kicking them away, which can be followed up with Final Flash if he has the meter for it.
Crushing Knee Kick
Up + Special
Vegeta performs a rising knee attack, hitting once and knocking struck enemies into the air. Pressing the Special button again will cause him to follow up with a bicycle kick that knocks the enemy away.

The move has a sweetspot at the very start of the move. The sweetspot doesn't do anything on its own, but any enemy struck by it will be spiked by the bicycle kick follow-up.
Energy Charge
Down + Special
An aura of ki flares up around Vegeta, creating a short-lived windbox that pushes nearby enemies away from him. Vegeta will continue building power while the Special button is held down, generating Smaaash!! Gauge. (Energy Charge is affected by his Zenkai Boosts, of course.)
Ultra Ego
Taunt
When Vegeta is hit out of a taunt by an enemy's attack, he'll gain Rage for a couple seconds. This grants a Zenkai Boost, even if he already has Rage. However, there's a cooldown after Ultra Ego is activated during which it can't be activated again.
Maximum Charge
Smaaash!!
Vegeta converts his stored Smaaash!! Gauge into raw energy, causing electricity to begin crackling across his limbs. Vegeta will automatically expend his Maximum Charge while using Final Flash, Galick Gun, Super Saiyan, or a fully-charged Big Bang Attack to increase the move's power.

Maximum Charge can be stocked multiple times, and Final Flash, Galick Gun, and Super Saiyan will consume all stocked Maximum Charges at once.
Final Flash
Forward + Smaaash!!
Vegeta brings his palms forward and fires an enormous beam of golden ki across the screen. The move can be aimed forwards or downwards, though it doesn't aim as quickly as other beam supers.

Final Flash will consume all available Maximum Charges to increase its size and hit count. At three or more Maximum Charges, it gains the unique ability to temporarily destroy any parts of the stage it touches, creating gaping holes. (The holes will automatically refill after only a couple seconds.)
Galick Gun
Down + Smaaash!!
Vegeta fires a beam of violet ki upwards at a slight angle. When the move is used in midair, he'll instead fire it downwards. The beam is narrower than Final Flash, can't be aimed, and can't pass through stage geometry, but its vertical trajectory gives it versatility in edgeguarding.

Galick Gun will consume all available Maximum Charges to increase its size and hit count.
Super Saiyan
Back + Smaaash!!
A unique Smaaash!! Attack that can only be used when Vegeta has at least one Maximum Charge. When used, Vegeta's hair goes from black to a brilliant gold as he takes on a new form. This Install turns the Smaaash!! Gauge into a timer that indicates its remaining duration (though the timer can be refilled by using Energy Charge).

For the Install's duration, the damage of Vegeta's normals and Special Moves are increased, and the meter cost to use Final Flash or Galick Gun is reduced to about 20% of the Smaaash!! Gauge. And while he loses the ability to use Maximum Charge while transformed, his existing Maximum Charges cannot be depleted for the Install's duration, letting him spam powered-up beam attacks until he reverts to normal.
Vergil DMC5
Vergil
When the legendary Dark Knight, Sparda, disappeared, his many enemies attacked his family. His wife Eva was killed in the assault, and their two sons were separated. One would swear to avenge his mother, and become a legendary devil hunter. But the other...

Vergil tried to wield his father's sword, Yamato, against the demons, but was beaten thoroughly by them. That day, he learned a valuable lesson - "without strength, you cannot protect anything, let alone yourself." His game in life became to gain power, to become the most powerful being in the world, so that nobody could take anything from him ever again.

But in the pursuit of that power, he lost track of what he wanted to protect in the first place... He briefly separated his body's human and demon halves into separate entities, disgusted with his human side's vulnerabilities. But while his demonic half hunted power, his human side - a frail boy named V - was free to dwell on what they had lost in their shortsightedness...
Ease of Use:
Properties
Vergil is defined by his meter-hungry playstyle - something that is only barely staved off by his Smaaash!! Gauge being able to hold three charges instead of one, since it fills slower than others' Gauges. Even when he doesn't have meter, though, he can easily be a force to be reckoned with using his deceptive teleports and wide-reaching normals. It can be a little overwhelming to keep track of all his myriad tools, but its organized rather simply; Attack uses Yamato, Special uses Mirage Edge, and Strong uses Beowulf.
Abilities
Devil Trigger
Passive
Vergil's Smaaash!! Gauge is split into three segments. Each segment individually is easier to fill than other fighters' full Smaaash!! Gauges, but it still takes a lot more to fill all three segments.
Trick
Roll
Instead of a traditional forward-roll and back-roll, Vergil has an omnidirectional teleport, almost like a "grounded airdodge." Aiming it upwards can even leave him in midair afterwards.
Judgement Cut
Attack (hold)
While holding the Attack button, Vergil will passively charge power in Yamato. Once that power has hit maximum, release the button to use Judgement Cut. When used, Vergil quickly draws and sheaths Yamato, forming a vortex of slashes a set distance away. The slashes can be aimed using the control stick.
Rising Star
Dash + Attack (hold)
Holding the Attack button when inputting Vergil's Dash attack causes him to rise into the air while performing the attack, lifting struck enemies up into the air with him.
Beast Uppercut
Up + Strong
Vergil pulls back one gauntleted fist, then swings it upwards. Charging the move for long enough will transform the attack into first a rising uppercut, then two back-to-back rising uppercuts. Of all Vergil's Strongs, this has the highest potential damage output, but it takes longer than all of them to hit full power, and its narrow horizontal range and high vulnerability period afterwards make it a high-risk-high-reward move.
Round Trip
Special (hold)
While holding the Special button, Vergil will passively charge power in Mirage Edge. Once that power has hit maximum, release the button to use Round Trip. When used, Vergil hurls Mirage Edge forwards like a boomerang. The sword will deal rapid (but diminishing) damage to any foes it touches, and will automatically return back to Vergil after a set time. Until it returns, he will be unable to use any of his Special moves.
Stinger
Forward + Special
Vergil lunges forwards with Mirage Edge extended, stabbing through foes. Holding Special during the attack will cause him to transition into Million Stab - a flurry of stabs that tacks on additional damage, at the cost of leaving Vergil open for longer.
Drive
Back + Special
Holding Mirage Edge in a backhanded style, Vergil scrapes its edge across the ground, creating a shockwave of demonic power that flies directly forwards across the ground. A powerful projectile, though it doesn't reach very far.
High Time
Up + Special
Vergil rises into the air while slashing Mirage Edge upwards. Pressing Special again causes him to automatically perform Helm Breaker's diving slash.
Helm Breaker
Down + Special
Vergil teleports a short distance upwards if he's grounded. Then, while airborne, he plummets downwards while chopping with Mirage Edge, cleaving through any enemies in his path.
Mirage Blade
Smaaash!!
A sword composed entirely of cyan energy forms at Vergil's shoulder, then fires outwards. The Mirage Blade deals very little damage and no hitstun when it strikes a foe, but it can add on a bit of additional damage if you manage to hit a lot of them over time. This move does not consume any Smaaash!! Gauge to use... though it doesn't generate any, either.
Spiral Blades
Smaaash!! (hold)
Vergil conjures Mirage Blades in a ring around his body. The blades circle him, dealing rapid damage to any enemies that stray too close and blocking projectiles they collide with.
Storm Blades
Forward + Smaaash!! (hold)
A ring of Mirage Blades form around Vergil's closest enemy. When the Smaaash!! button is released, the blades quickly fly inward, hitting the enemy once and launching them away from Vergil. It's not a powerful move, but can serve as a means of ensuring a K.O. when your victim is close to the screen's edge.
Blistering Blades
Back + Smaaash!! (hold)
Vergil conjures multiple Mirage Blades at his shoulders and fires them all directly forwards in rapid succession. The blades fired with this ability are more powerful than normal, letting them deal a bit of hitstun to enemies. Perfect for dealing with super-armored enemies.
Heavy Rain Blades
Down + Smaaash!! (hold)
Mirage Blades appear in the space in front of and above Vergil, then rain down. Grounded enemies can be pinned to the floor by the blades on an unblocked hit, temporarily stunning them. Airborne opponents just take damage and knockback.
Sin Devil Trigger
Taunt + Smaaash!!
Vergil transforms fully into a demon, increasing his overall performance - speed, power, attack range, the works - but rapidly draining away his Smaaash!! Gauge as long as he's in this form. Using the move again transforms him back.
Doppelganger
Down +
Taunt + Smaaash!!
Vergil summons a mirage of his demonic form to fight alongside him. It will mimic all his moves with a slight delay and a slight damage debuff, effectively increasing the power of his attacks. Having the doppelganger present will rapidly drain away his Smaaash!! Gauge, but it can be dispelled on command by using this move again.
World of V
Back +
Taunt + Smaaash!!
Vergil draws Yamato, turns backwards, and stabs himself through the gut. His human half, V, bursts from his back, and conjures multiple "Mirage Canes" that fly outwards and skewer surrounding foes. If the back of the katana hits the enemy, an extensive cutscene will play where V assaults the enemy with his familiars, before finishing like he normally does. Vergil returns to normal afterwards, with a small chunk of health restored.

This particular Smaaash!! attack consumes all of Vergil's remaining charges... but the more charges it consumes, the more damage it deals, and the more health Vergil recovers.
Judgement Cut End
Special + Smaaash!!
Requires all three Smaaash!! Gauge charges to use. After several seconds of standing vulnerable, with one hand on Yamato, Vergil suddenly slashes through an enormous area surrounding him at light speeds, freezing any struck enemies in place. When he sheathes his sword, they all take huge damage and get sent flying.
Deep Stinger
Up +
Special + Smaaash!!
Requires all three Smaaash!! Gauge charges to use. Vergil draws Yamato in one hand and Mirage Edge in the other, then rushes upwards while spinning rapidly. He can aim the charge in any direction, any enemies he touches will take rapid damage and get carried along for the ride.
Hell on Earth
Down +
Special + Smaaash!!
Requires all three Smaaash!! Gauge charges to use. Vergil charges up extraordinary power in one of Beowulf's gauntlets, then slams it into the ground, releasing a gargantuan shockwave that launches all grounded opponents into the air.
V1 Transparent
V1
Status Update:
Machine ID:
V1
Location:
Approaching Hell
Current Objective:
Find a weapon
Mankind is dead.
Blood is fuel.
Hell is full.
Ease of Use:
Properties
V1 is a character who dances in the neutral, harrassing enemies at any range with its stylish attacks at both close-range and long-range while dodging around their attacks with mobility tools like Ground Slam, Slide, Knuckleblaster, and Whiplash. Its fragility is offset only by its ability to regain health from damaged foes, making it a high-risk character that can reap incredible rewards from perfect stylish execution.
Abilities
BLOOD IS FUEL.
Passive
Whenever another fighter takes damage in close proximity to V1, it regains a tiny bit of health and meter, with more damage dealt resulting in greater restoration. It isn't a lot, but it can potentially make all the difference.
Revolver:
Piercer
Attack
V1's jab, forward tilt, neutral aerial, forward aerial, and dash attack are all a quick shot from a revolver, which can be angled slightly upwards or downwards and doesn't interrupt V1's movement. Piercer shots are able to Ricoshot.
Arm:
Feedbacker
Back + Attack
V1's back attack and back aerial both have it perform a quick jab forwards with its free arm. The fast melee attack has the unique ability to reflect oncoming projectiles.
Shotgun:
Core Eject
Up + Strong
V1 launches a core from its shotgun into the air, arcing upwards before falling onto the ground, and exploding on contact with surfaces or enemies. Charging the Strong Attack increases how high the core is launched.
Arm:
Knuckleblaster
Strong
midair only
V1 fires off a shockwave from one fist in a chosen direction, blasting enemies away while blowing itself in the opposite direction. A slow attack that serves as one of V1's most powerful midair mobility tools, though there's a short cooldown period afterwards during which V1 can't use any of its attacks.
Revolver:
Marksman
Special
V1 flicks a coin into the air. While the coin is technically a projectile, it only deals 0.1% damage on hit. However, a select few of V1's attacks are able to hit the coin, increasing the attack and causing it to ricochet off the coin into the closest enemy (or, into another coin if there is one). This ability is called a Ricoshot.

V1 only has four coins, and "regenerates" missing coins over time. Its current coin count, as well as the remaining recharge time on any missing coins, is visible as part of its HUD.
Arm:
Whiplash
Up + Special
V1 lashes upwards with a harpoon-like grappling hook extended from its free arm. If it hits a surface or enemy, it'll pull itself directly to the target and automatically leap off of it. Holding the Special button lets V1 aim the grappling hook in one of eight directions.
Ground Slam
Down + Special
midair only
V1 drops downwards at high speeds, creating a shockwave across the ground when it lands. The drop can be interrupted at any time prior to landing by pressing the jump button, resulting in a short hop.
Slide
Dash + Special
V1 drops down and begins sliding across the ground. It will continue sliding until it jumps or slides off an edge (after which it will briefly retain its horizontal momentum), or shields. It can use any of its other Special Moves or Smaaash!! Attacks while sliding.
Railcannon:
Electric
Smaaash!!
All of V1's Smaaash!! Attacks cause it to unveil and fire the Railcannon, which can be aimed in any direction by holding the Smaaash!! attack button. However, each variant fires a completely different projectile and has completely different effects.

The Electric Railcannon fires a piercing beam of lightning that travels instantaneously. Its most terrifying property, though, is its ability to Ricoshot.
Railcannon:
Malicious
Forward + Smaaash!!
The Malicious Railcannon fires a crimson beam that unleashes a massive explosion centered on the point it hits, knocking foes away from that spot. The easiest version of the Railcannon to hit due to its wide area of effect, though even with a direct hit from the laser it's still the least damaging variant. It, too, is able to Ricoshot.
Railcannon:
Screwdriver
Back + Smaaash!!
The Screwdriver Railcannon fires off a drill-like bullet that sticks to whatever enemy it hits, dealing steady amounts of tiny chip damage. Keeping close to an enemy that's been hit with a Screwdriver can refund a huge amount of health and meter. Of course, if the projectile gets shielded or misses, then the meter is effectively wasted... Be very careful with how you use this variant!
Xemnas KHD
Xemnas
The eldest and most powerful of all Nobodies - empty husks without hearts, left behind when a Heartless was created. He has lacked emotions for so long that he now believes a heart contains nothing but anger and hate. Xemnas is the Nobody of Xehanort, and pursues his old self's desire to claim Kingdom Hearts for himself.

To this end, Xemnas created Organization XIII - an order of the most powerful thirteen Nobodies. He told them that, if they could create an artificial Kingdom Hearts, they could create new hearts for themselves... but, his actual designs were to create an army of thirteen dark soldiers bearing Xehanort's own heart, with whom he could reenact the ancient Keyblade War and open the path to the real Kingdom Hearts.
Ease of Use:✦✦✦
Properties
Xemnas's slow fall speed and lower-than-average weight makes him a bit easy to combo, but as long as the enemy can't get in to combo him, that isn't an issue. He comes equipped with a multitude of tools that cater to an evasive playstyle, including the multifaceted Spark Shot, and Spark Bomb and Spark Wall for area denial. Once he gets an opponent airborne with a throw, he can chase them through the skies to finish them off, then ride Twilight Thorns back onto the stage.
Abilities
Twilight Thorns
Passive
When Xemnas uses Go Together, Rising Spiral, or Diving Heel, he creates trails of black-and-white brambles called Twilight Thorns. When he or an ally tries to dodge or airdodge with the control stick pointed in the same direction as a nearby patch of Twilight Thorns, that fighter will "ride" along the Thorns to the end. (Locking prevents you from riding the Twilight Thorns, letting you dodge normally.)
Avatar Shift
Roll or Airdodge
When rolling or airdodging, Xemnas leaves behind a floating mirage of himself for a few seconds. This mirage will only act when Xemnas uses Spark Shot. It can be destroyed by enemy attacks.
Go Together
Throw
Xemnas hurls the grabbed enemy aside by their neck, conjuring Twilight Thorns to push them through the air. The control stick can be used to influence the throw's direction further.

The Thorns linger for a short time, letting Xemnas pursue the enemy after throwing them.
Spark Shot
Special
Xemnas raises one arm and fires Ethereal Blades forwards as fast projectiles that cause enemies to flinch on hit. Xemnas can move forwards and backwards while firing. Any mirages created with Avatar Shift will also fire Ethereal Blades, aimed towards the enemy Xemnas is facing and closest to.

Using Ethereal Bolt while Locked will cause the blades to be suspended in midair. When the Lock is released, they will fly directly towards the closest enemy.
Spark Bomb
Forward + Special
Xemnas hurls a small sphere of energy forwards. The sphere will gradually accelerate forwards while the Special button is held, and can be aimed upwards or downwards. When the Special button is released, or when the sphere hits an obstacle, it will expand into an enormous blast of pure-white magical power that lingers for a short while and knocks away enemies that touch it.
Spark Wall
Back + Special
Xemnas thrusts an arm forward and conjures a wall of light that knocks enemies backwards and reflects projectiles. The wall lingers for a short time, and the move can be charged up to increase the wall's size and lifespan.
Rising Spiral
Up + Special
Xemnas extends Ethereal Blades from each palm and spins rapidly while rising into the air, dragging enemies up with him with each hit and leaving behind a trail of Twilight Thorns. The attack is a bit slow, but it lifts Xemnas high into the air.
Diving Heel
Back + Special
Xemnas rushes forwards (grounded) or diagonally downwards (midair) with one foot extended and bathed in dark energy. When hitting an enemy, he'll kick off of them for a bit of extra height, ending the dashing kick early.

Xemnas will conjure Twilight Thorns along the kick's path. The thorns will always extend across the full length, even if Xemnas hits an enemy and ends his kick early.
All-Vanity
Smaaash!!
A force-field suddenly explodes into existence around Xemnas, and he fires innumerable thin laser beams outwards in a wide fan, hitting multiple times. As the attack continues, the beams slowly converge, then transform into a single massive beam that blows the enemy away.
Ethereal Storm
Up + Smaaash!!
Xemnas conjures floating Ethereal Blades in a massive dome around the battlefield, then sends them raining down all across the field. The attack deals a high amount of damage across multiple hits, but doesn't deal very much shield damage.
DQT Yangus
Yangus
Yangus tried his best to stop being a crook on more than one occasion. He really did! But, people always judged him based on his surly appearance and crime-riddled past. It was impossible for him to get honest work, because everybody just assumed he wasn't honest. So, he was stuck as a bandit. Until...

One fated shakedown nearly ended in Yangus's death at a collapsing bridge... but he was saved by his own would-be victim, a young guardsman clad in yellow and blue. In return, he pledged his unquestioning loyalty to the guardsman, who he nicknamed "Guv." In the company of this fledgling hero, Yangus hoped to finally free himself from his own past and become a decent person!
Ease of Use:✦✦✦✦✦
Properties
A straightforward rushdown that leans a little on the heavy side, giving him a respectable amount of durability. Yangus's big gimmick is keeping close track of the ebb and flow of his Tension Gauge, which beefs up his damage output and gives him some of the scariest Strong attacks in the game. In team battles, he has access to two unique Smaaash!! Attacks that he can use to support his allies. But no matter what the circumstances, his overall gameplan is generally pretty simple: hit 'em where it'll hurt.
Abilities
Tension
Passive
Yangus has a special Tension Gauge that he can fill using Psych Up. When the Tension Gauge is full, he gains one level of Tension, up to a maximum of three. The more Tension levels Yangus has, the slower the Tension Gauge fills, but the more damage and knockback he deals with attacks. Tension drains away over time.
Hatchet Man
Strong
Yangus's Strong attacks in particular are supercharged by Tension, but hitting with one will immediately drain his Tension Gauge in its entirety.
Penny Pincher
Throw
When Yangus throws an enemy, he'll automatically steal a random item the enemy is holding or has equipped, if any are available.
Psych Up
Special
Yangus builds up power to increase his Tension Gauge. He'll continue Psyching himself up as long as the Special button is held, unless an enemy attack interrupts him.
Axes of Evil
Forward + Special
Yangus spins his axe in a quick circle around him while advancing forwards, hitting frontal enemies three times before launching them away. Each Tension level increases the number of hits by one.
Typhoeus' Maul
Up + Special
Yangus hops a short distance forwards and slams his axe-head downwards with enough force to crack the earth. Though you'd expect it to be a diving attack from how it looks, it actually keeps Yangus at the same approximate elevation when used in midair. Pressing the Special button again during the attack will cause Yangus to yank the axe upwards, propelling himself high into the air.
Midheal
Forward + Smaaash!!
A unique Smaaash!! Attack that can only be used in a Team Battle. When used, it restores a chunk of health to all of Yangus's allies.
Share Magic
Back + Smaaash!!
A unique Smaaash!! Attack that can only be used in a Team Battle. When used, it grants a chunk of Smaaash!! Gauge to all of Yangus's allies.
Big Banga
Up + Smaaash!!
Yangus gathers magical power in his palm, then hurls it downwards and forwards. On contact with the ground, it detonates and releases a massive explosion. If the projectile hits an enemy mid-flight, though, it just deals some damage.
Boulder Toss
Down + Smaaash!!
Yangus yanks a boulder twice his size out of the ground under his feet, then hurls it into the air. The attack will only hit enemies if they're over Yangus's head, but the damage output of the move is absolutely stunning.
Zeke Xenoblade
Zeke von Genbu
An eyepatch-wearing Driver, also known as "Thunderbolt Zeke." Though he may not look the part... or act the part... Zeke is one of the most powerful Drivers in the Kingdom of Tantal. This can in part be attributed to his incredible synchronicity with his travel companion, Pandoria, the Blade whose power he borrows in battle; the two have been known to move in sync, making the same gestures at the same time.

Fighting through his own forgetful nature and horrendous luck, Zeke is determined to claim the legendary Aegis Sword and its renowned power for himself. And then, the world will know just how wrathful the wrath of the Bringer of Chaos can get!!
Ease of Use:✦✦✦
Properties
Zeke is a lightweight who prefers to toy with his foe in the midrange, just out of reach of their attacks but well within the reach of his lightning-infused Big Bang Edge, while locking them out of an approach by pushing them back with Ultimate Lightning Fury Slash or Electric Circus. His launch power is hurt slightly by his more unorthodox Strong Attacks, but he makes up for it simply by being able to rack up large amounts of damage shockingly fast.
Abilities
Electric Circus
Strong
Zeke's Strong Attacks cause him to hurl the blade off of his sword, leaving it spinning in the air like a boomerang. He regains the ability to act before the sword returns, and can still use most of his attacks in this state... but since he only has a hilt, the reach and damage of his normals will be reduced until the blade returns to him. His Special Moves, which coat his weapon in an aura of electricity, are unaffected.
Dynamic
Spark Sword
Forward + Special
Zeke coats his weapon in lightning, swinging it forwards in a slow but heavily-disjointed attack. Pressing the Special button in combination with different direction will cause Zeke to perform up to two follow-up attacks, followed by a finishing blow where he swings his sword downwards in a wide arc.

The attack deals slightly increased damage and knockback when it hits an enemy facing towards Zeke, making it something of a knowledge check, but the increase isn't significant enough to really worry about it.
Overload
Thunder Beam
Back + Special
Zeke raises his sword skyward, gathering electric power around the blade, then thrusts its forward while extending the blade outwards with electricity to hit distant foes. Holding the Special Button charges up more and more electric power, increasing the horizontal reach of the attack.
Stratospheric
Thunder
Up + Special
Zeke coats his weapon and lightning and performs a slow slash while rising directly upwards, hitting struck enemies multiple times. The move takes a while to start up, making it predictable both as an offensive option and as a recovery move, but deals massive damage.
Ultimate Lightning
Fury Slash
Down + Special
Zeke slams his sword into the ground, generating an electric pulse that bursts outwards from his body. The pulse pushes enemies backwards, reflects oncoming projectiles, and gives Zeke himself a brief moment of invincibility. (The attack also leaves a glowing "極" on the ground, but aside from signifying that Zeke is the "ultimate" fighter, this doesn't actually do anything.)

When used in midair, ULFS will cause Zeke to rapidly fall downwards in a diving chop, meteor-smashing any enemies in his path, and will unleash a damaging electric pulse when he lands on the ground. The farther he falls, the bigger the pulse becomes; at max charge, the move becomes known as Ultimate Lightning Fury Slash Max!!!
Unleash
Shining Justice
Special + Smaaash!!
Zeke's eyepatch bursts alight with blue flame as he begins using 10% of his full power!! (Not really.) While this Install is active, Zeke's movement and attack speed are both cranked up to 11, he gets a smaller boost to his damage and launch power, and he gains total immunity to negative statuses. Its benefits are huge, and it doesn't even cost any Smaaash!! Gauge to use, potentially making it one of re:Umbral Endeavor's most powerful Installs.

Instead, Shining Justice has its own unique rules. Zeke can only use it once per stock, and its duration is tied to how much damage he's taken; at 0%, you'll only get about three seconds out of it. Finally, when the Install fades, Zeke will be forced into a lengthy crumple animation as soon as he's on the ground and isn't attacking, leaving him wide open.
Sonic
Thunderslash
Smaaash!!
Moving as one, Zeke and Pandoria move around at incredible speeds, slashing at all surrounding enemies and imbuing them with their electric power. On a hit, they return to where they started and strike a pose as the electrified enemies explode, sending them flying in every direction.
Lightning Force
Forward + Smaaash!!
Wielding the Big Bang Edge's hilt like a magic wand, Pandoria calls down a column of lightning from the sky to hit the weapon, then shoots the blast forwards as a far-reaching beam of electricity. Enemies can be hit by the initial lightning bolt, which will knock them downwards in such a way that they're directly in front of Pandoria when she unleashes the lightning beam.
Thunder Doom
Back + Smaaash!!
Pandoria manipulates the blade portion of the Big Bang Edge telekinetically while it's electrified, launching the massive blade downwards at a slight forward angle at high speed. An enemy that gets hit mid-flight will be spiked downwards by the sword, and the weapon releases a massive electric blast on impact.
ReIncarnation 2B
2B
A hundred thousand years in the future, humanity is under siege by an army of machines created by aliens. Terrified for their survival, the last vestiges retreated to a colony on the moon, and created an army of androids to battle on their behalf to reclaim the surface.

YoRHa No.2 Type B, or just "2B" for short, is a combat android with a composed and controlled personality. Recently paired with the recon android 9S, she embarks for the surface to continue YoRHa's fight for Earth... only to discover the abrupt evolution of the machines, and a secret truth about the war they'd been fighting.
Ease of Use:
Properties
2B is an incredibly flashy character who can chain together terrifying combo attacks with very little effort. That doesn't mean getting K.O.s with her is easy, however; her damage and knockback are both rather low, and while she has tools to mitigate these, they require precision and high execution to master them. Between this and her low survivability, it can be a bit of an uphill battle to master 2B, but the view of the top is worth the effort.
Abilities
Pod Program
Passive
When using any of 2B's Smaaash!! Attacks, holding down the attack button will charge up the move and gradually summon more Pods to execute the attack, up to a maximum of three. Using any action that requires a Pod to perform, however, will interrupt the charge.

In addition, the Smaaash!! Attack she unleashes when the button is released is based on the direction held on release, rather than the direction held on press.
Slash Sequence
Passive
When using many of 2B's normals, pressing the Attack button multiple times can chain together a short string, and pressing the Strong button before the string's completion can unleash a more powerful attack that leaves 2B open afterwards.
Glide
Jump (hold)
When holding the Jump button in midair, 2B will grab onto the bottom of her Pod to slow her fall speed. Releasing the Jump button will cause her to return to falling normally.
Revolving Slash
Forward + Strong
2B leaps forwards and spins on her knees, slashing in a quick circle around her. Its advancing nature gives it some utility in evasion and pressing an offensive, but it also can make it a bit hard to land unless you get a good feel for its range.
Pod A
Special
The Pod moves in front of 2B and begins firing a steady barrage of shots in the direction held on the control stick. Enemies caught in the barrage will take very low damage and no knockback, but it can serve to rack up additional damage on distant enemies.

Locking while the Pod is firing will cause it to continue firing in the chosen direction, letting 2B move freely and use other attacks as if she weren't Locked.
Severing Thrust
Forward + Special
2B pulls back, then dashes a short distance forwards and thrusts with her sword. On hit, pressing Special a second time will cause her to follow up with an upwards slash, knocking the foe a set distance into the air and leaving them open for assault.
Aerial Leap
Up + Special
2B hops upwards while spinning her sword in a quick circle around herself, dealing fixed knockback and letting her follow up with an aerial attack string. Its poor recovery capability is made up for by its unique ability to refresh 2B's double jump when used.
Horizontal
Assault
Down + Special
A greatsword materializes in 2B's hand and she spins it in a wide circle around herself while moving forwards. The attack can be charged to increase the number of revolutions.

Using the attack while airborne, or jumping during the attack, will cause 2B to gain height with each spin rather than moving forwards.
Support Gambit
Glide + Special
While clinging to her Pod, 2B spins her body around, kicking surrounding enemies. Then, she releases the Pod and tosses herself forwards. As one of her few horizontal movement options while airborne, using Support Gambit in tandem with her many vertical recovery moves can be vital for getting back on-stage.
Angler
Down + Taunt
2B leans back on a holographic chair and, with a wave of her hand, sends her Pod forwards as an arcing projectile. If it falls off the stage, it will come back up with a random item (or a fish, if items are disabled). If it hits an enemy that isn't blocking, it will latch onto them, pull them into the air. Either way, it will deposit its catch on the ground at 2B's feet. "Report: Fresh."
R010:
Laser
Smaaash!!
2B fires a piercing laser beam from each Pod, reaching across the stage and hitting multiple times. Quick to fire and quick to recover, there are very few situations in which Laser isn't useful.
R030:
Hammer
Forward + Smaaash!!
Each Pod generates a giant holographic hammer that it slams down in front of 2B, dealing heavy damage with each hit. The final hammer can meteor smash airborne foes.
A140:
Gravity
Back + Smaaash!!
2B's Pods generate a field of gravity in front of her, sucking in enemies that get too close. The move doesn't deal any damage, but it can hold foes in place while you wail on them. It pairs especially well with Self-Destruct, if you've got nothing to lose anyway.
R020:
Mirage
Up + Smaaash!!
A holographic sphere forms around 2B, and she slashes instantly at every enemy in the area. The more Pods she has when the attack is unleashed, the larger the area of effect becomes.
R050:
Spear
Down + Smaaash!!
Holographic spears sprout from the ground directly in front of 2B, stabbing at enemies above them and launching them upwards. The more Pods 2B has when the attack is unleashed, the more spears she summons.
Self-Destruct
Taunt + Smaaash!!
2B begins building up energy, a holographic two-second countdown appearing in front of her. If the attack buttons are held until the countdown reaches zero, 2B explodes, dealing enormous damage to any nearby enemies.

This attack doesn't cost any Smaaash!! Gauge to use... instead, it can only be used once per stock, and deals a whopping 200% damage to 2B when she explodes. And it destroys her skirt, too, of course.

DLC Fighters[]

Amaterasu main artwork
Amaterasu
An eight-headed monster named Orochi once terrorized the inhabitants of Kamiki Village. Every year like clockwork, on a night where the full moon was in the sky, he would choose a maiden from the village and force them to sacrifice her to him.

The heroic efforts of the warrior Nagi and the wolf Shiranui were able to defeat Orochi and seal his power away, but Shiranui was petrified by Orochi's poison during the battle. In the wolf's honor, Kamiki Village erected a statue of her at the top of the mountain.

One hundred years have passed, and somebody has broken the seal on Orochi. Darkness blankets the land, and in order to stop it, the petrified Shiranui is reborn as the sun goddess Amaterasu. Accompanied by the pint-sized "legendary artist" Issun, she sets out across the land of Nippon to recollect her lost Celestial Brush powers and slay Orochi once and for all.
Ease of Use:✦✦✦
Properties
Amaterasu is primarily a zoner, utilizing her narrow hitbox and fast grounded movement to keep out of her opponent's ideal ranges and well within her own. However, when the need arises, she can play rushdown equally well thanks to that same grounded movement, her good advancing moves, and unorthodox but solid combo tools. Her Smaaash!! Attacks exemplify this duality, as many of her metered options serve both as space-control options and as versatile ways to extend combos.
Abilities
Godhood
Passive
Amaterasu's divinity manifests as a colored barrier, which acts as a form of universal super armor that can absorb up to three hits. The barrier's durability is indicated by its color; green can absorb three hits, yellow can absorb two, red can only absorb one. Enemy attacks that have high power or deal heavier shield damage have the ability to shatter the barrier instantly, and throws and command-grabs will ignore her barrier outright.

Amaterasu's barrier will only appear when she spawns; when it's shattered, it cannot reappear unless she loses a stock and respawns. It's not a lifeline, but it can give her stronger footing when spawning or respawning.
Kick Jump
Walljump
Amaterasu's walljump doesn't give very much horizontal movement, but it gives more height than her double jump, making it an unusually strong recovery tool.
Five Winds
Attack
Amaterasu's jab is a five-hit combo with her Reflector. She advances a short distance forwards with each swing, giving the move good horizontal reach for a jab, but it tends to whiff easily on airborne enemies due to Amaterasu's height and her Reflector's narrow hitbox.
Two Shears
Strong
Amaterasu has a "second jab combo" consisting of two sweeping strikes with the glaive Tsumugari, used by tapping Strong twice. Each individual attack in the combo can be charged up to deal extra damage.
Power Slash
Forward + Strong
or
Back + Strong
Amaterasu performs a quick spin, using a Celestial Brush technique to "slash" outwards in a smear of ink. The Forward Strong version of the move slashes in front of Amaterasu, and the Back Strong version slashes behind her. The attack is fast and highly disjointed, but its very long recovery period makes it incredibly unsafe on block.

Power Slash can be cancelled into after hitting an enemy with any normal attack or Special Move, including Power Slash itself. When doing so, Amaterasu will automatically "slash" at the struck enemy's current position, regardless of how far she's knocked them away. This version of the move slashes inwards, knocking the enemy back towards Amaterasu. Using Power Slash this way has longer recovery than the normal version of the move, limiting its usefulness in combos sometimes, but pairing it with Veil of Mist can make for terrifying combos.
Waterspout
Up + Strong
Amaterasu swings her tail upwards from the ground, conjuring a tall but thin geyser of water in front of her to blasts enemies upwards. The geyser has the best vertical reach of any Up Strong in re:Umbral Endeavor, but a very narrow hitbox horizontally.
Wan~
Taunt
Trying to use a Taunt while Amaterasu is walking or dashing will cause her to let out a quick bark. This has no practical effect in battles, except maybe as a way to be obnoxious towards your opponent...
Cold Star
Special
Amaterasu fires off magatama stones from the Devout Beads as extremely fast projectiles, dealing a small amount of damage and hitstun. Holding the Special button will cause her to rapidly fire off magatama until she runs out. The magatama regenerate over time, while Cold Star isn't in use and Amaterasu can have up to six total.

When using Cold Star in midair, Amaterasu will fire magatamas at a slight downward angle. The move also stalls her air momentum while in use.
Hardhead Tackle
Forward + Special
Amaterasu charges forwards head-first. If she hits an enemy, she'll headbutt them and bounce off, giving her a little bit of height and letting her follow up with an aerial.
When using Hardhead Tackle on the ground, continuing to hold forward at the move's end will cause Amaterasu to continue moving forwards and transition directly into her dash.
Izuna Otoshi
Back + Special
Amaterasu crouches low to the ground as her Reflector dish floats in front of her as a barrier, emanating an aura of power. The barrier only defends against attacks from the front, but crouching down lets Amaterasu low-profile attacks from behind her.

When a projectile hits the Reflector, it'll be... well, reflected. When a melee attack hits the Reflector, it will be nullified; and when doing so on the ground, Amaterasu will automatically counter by performing an izuna drop - hurling the enemy into the air, then leaping up to grab onto them and dive head-first into the ground, dealing heavy damage. If they somehow wind up diving off-stage, the enemy will be K.O.'d before Amaterasu.

If items are enabled, one will spawn when the enemy collides with the ground, seemingly broken off of the enemy by the force of the fall.
Greensprout:
Vine
Up + Special
While the Special button is held, Amaterasu's fall slows, and she begins swishing her tail back and forth to conjure a path of ink. The path can be aimed using the control stick. When the Special button is released, or when the ink path has reached a certain length, it will transform into a vine that Amaterasu uses to pull herself through the air.

Amaterasu will also automatically use the move when the end of the ink path hits an enemy; when doing so, she'll lash the vine onto them and pull herself over, then hop off their head for extra height.
Fireburst
Smaaash!!
Amaterasu dashes back and forth, drawing an infinity symbol in ink with her tail. As she returns to the center of the symbol, she howls, and the infinity symbol explodes into flames, hitting enemies caught inside of it multiple times.
Greensprout:
Bloom
Forward + Smaaash!!
Amaterasu turns and daubs in front of her with her tail. The dot of ink left behind sprouts into a thin, tall tree. Until the tree despawns, it acts as a giant wall, blocking enemy movement and projectiles.

Greensprout Bloom can be used in midair, and though it will quickly fall offstage when doing so, Amaterasu can still walljump off the tree to gain extra height, giving the move some unorthodox useability in recovery.
Veil of Mist
Back + Smaaash!!
A violet mist falls across the battlefield in a spherical zone centered on Amaterasu's current position. The movements of enemies and enemy projectiles in this mist will be slowed down. The four sigils inside the zone will disappear one by one, acting as a visual indicator of Veil of Mist's remaining duration; when all four disappear, the mist will fade, and fighters will begin moving at normal speeds again.
Godrick by kankan33333 Transparent
Godrick the Grafted
The family of Queen Marika the Eternal is privileged. By being related to the vessel of the Elden Ring, her children become demigods - immortal beings with incredible powers. Even her stepchildren, the sons and daughter of her second King Consort Radagon, were granted this blessing.

And when Marika shattered the Elden Ring, her demigod children inherited its fragments, the Great Runes. Their ambitions were twisted by the Runes' powers, and the Lands Between was thrown into chaos by their warring.

Godrick, a distant descendant of Marika and her first King Consort Godfrey, received the Great Rune that once served as the Elden Ring's center. He fled the Royal Capital in secret, taking with him countless treasures, and set himself up in Stormview Castle to the south. There, he could hide from other Great Rune holders while practicing the forbidden art of grafting to augment his body with the limbs of others. His most recent addition to his body is perhaps the most spectacular - the enormous head of a fire-breathing dragon, grafted onto his left arm.

Godrick the "Golden," as he calls himself, constantly seeks to live up to the reputation of Godfrey and earn the respect of his dead forefathers. Many, however, see him as pathetic and unworthy of rule. Even Godrick's own servants don't respect him...
Ease of Use:✦✦
Properties
The other superheavyweights of re:Umbral Endeavor prefer relentless assault. Godrick is different by necessity; his attacks are generally unsafe on block if they fail to break shield, so he instead prefers a form of counterpoking where he tanks through enemy attacks with his armor. He's at his most comfortable in the midrange, where he has enough room to move in closer with Side Roll but can still reach the enemy with the gargantuan hitboxes from moves like Axe Lunge and Striding Flame.
Abilities
Poise
Passive
To make up for being overall slower than average, many of Godrick's attacks possess armor in some form or another. The most common form for him is knockback armor - he won't flinch if an attack would deal less than a certain amount of knockback to him. Armor like this is at its most powerful at lower percentages, but pairs great with Godrick's high weight.
Side Roll
Roll
Godrick's enormous and malformed body makes it difficult to roll; he travels further than other characters, but the roll is slower and doesn't get any more i-frames than other characters' rolls. In exchange though, he gets his absolute best knockback armor while rolling, and can cancel into jab, any tilt, a grab, Overhead Cleave, or Storm Assault.
Axe Lunge
Forward + Strong
Godrick jabs forwards with both the axes in his right hands. This is the farthest-reaching Forward Strong in the game, thanks to Godrick's long limbs and the step forward he takes during the move. However, with its long reach comes a massive hurtbox... be careful where you throw this move out.
Gouging Edge
Down + Strong
Godrick spins in a quick circle while raking his axes across the ground. He'll also swing at the ground in front of him with the dragon head on his left arm, dealing even more damage to enemies he's facing when he uses the attack.
Overhead Cleave
Roll + Strong
Godrick swings his larger axe downwards on the enemy's head. Overhead Cleave is a slower follow-up to Side Roll than jabs and tilts, but it's disjointed, can meteor smash airborne enemies, and deals heavy shield damage.
Dragon Maw
Grab
or
Roll + Grab
Godrick's grab has him reaching forward with his left arm, snapping at the enemy with the dragon head's fangs. He has unusually long reach and powerful throws, and he can use a grab out of Side Roll as a mix-up option, but his grab is a bit slower to come out to compensate for these strengths.
Stormcaller
Special
Godrick quickly spins his larger axe over his head, stirring up a whirlwind around his body. The whirlwind hits nearby enemies multiple times and can reflect incoming projectiles. He can cancel out of Stormcaller's recovery animation into a Side Roll.

When Godrick uses this move while he has Rage, he breathes flames from the dragon head into the whirlwind surrounding the body, making the attack fire-elemental.
Striding Flame
Forward + Special
Godrick breathes a stream of flame out of the dragon's head on his left arm. Like all flamethrower attacks, he can keep breathing fire for as long as the Special button is held, but the damage and knockback will decrease if sustained for too long. Unlike other flamethrower attacks, Godrick can slowly walk forwards and backwards while using Striding Flame.

Tapping up on the control stick during Striding Flame will cause Godrick to sweep his arm upwards, knocking nearby enemies into the air with his arm or juggling them briefly with the flames. Using this follow-up will end Striding Flame, even if the Special Button is still held.
Storm Assault
Up + Special
or
Roll + Special
With winds whirling around his body, Godrick uses his larger axe to launch himself up into the air, then plummets back downwards and slams it into the ground below him, dealing massive damage and potentially shattering shields in a single blow. Godrick lingers in midair for a short while before the dive, giving him a chance to ride the wind closer to a ledge at the cost of making his recovery slower and easier to punish.

When used out of a Side Roll, Storm Assault doesn't leap as high and isn't as "floaty," making it much harder to react to. Godrick can't be grabbed during the move's start-up.

When Godrick uses this move while he has Rage, he breathes flames from the dragon head into the whirlwind surrounding the body, making the attack fire-elemental.
Deadly Arc
Smaaash!!
Godrick sweeps his axes around in five quick arcs while advancing forwards, each swing comboing cleanly into the next. A fantastic finishing blow, but if it misses or if one hit gets blocked, Godrick is vulnerable to an enemy counteroffensive since he always performs the full sequence of five slashes.
Bear Witness!
Up + Smaaash!!
or

Smaaash!! (during a grab)
Godrick slams the dragon head on his arm and into the ground, swinging it in a quick circle around his body. Then, he raises it skywards, and launches flaming debris out of its mouth and into the air in a high-damage shower.

Godrick can also use Bear Witness! while he has an enemy grabbed, which turns the move into a powerful upwards throw. The animation remains unchanged.
I command thee,
Kneel!
Down + Smaaash!!
Godrick raises his larger axe and slams it imperiously into the ground at his feet. The attack will create shockwaves that damage any grounded enemy on the stage, and foes caught directly under his axe will take gargantuan damage and get meteor smashed. A direct hit from this Smaaash!! Attack is Godrick's strongest attack by far, but its hitbox is in an awkward spot that can make it difficult to land.
Peacock Transparent
Peacock
Patricia Watson was orphaned by the war between the three kingdoms, as well as their combined efforts to stop the Skullgirl afterwards. She was captured by slave traders during the lawless aftermath of that war, and when she helped her best friend escape them, they took her eyes and arms away from her.

When she and the other slaves were rescued by the Anti-Skullgirl Labs, Patricia insisted on joining their ranks. So, instead of just giving her with a new set of eyes and arms and calling it a day, Lab 8's director Dr. Avian equipped Patricia with two Artificial Parasites. One, the Argus System, gave Peacock new arms and the ability to once again see.

The other Parasite, the Avery Unit, was originally built as a means of summoning Lab 8 weaponry at a whim, but Patricia has somehow managed to bring about its full potential, warping reality itself and turning the weapons into her gang of imaginary friends.

Though Patricia (now answering to the name "Peacock") is a bit emotionally unstable and prone to appalling violence, she is strongly devoted to Lab 8, and considers them her new family. She'll do whatever it takes to stop the latest Skullgirl... even if it's her old best friend, Marie Korbel, the girl she helped escape from the slaves...
Ease of Use:✦✦✦✦
Properties
Peacock is a zoner who, despite her straightforward-looking attacks, thrives on sowing chaos and running an unpredictable neutral. She's lightweight and can't take a hit particularly well, but she can output a large number of projectiles back-to-back-to-back, all while keeping her distance with her quick teleport. When an enemy does get in arm's reach of her, she can keep them confused with oddball melee attack properties, or knock them away with a Smaaash!! Attack before returning to her regularly-scheduled zoning.
Abilities
Banjo Trouble
Down + Attack
Peacock kneeslides forwards while jamming out on a banjo. An advancing attack that hits once, and can be used to dodge under high-up attacks.
Screwball Cannon
Forward + Strong
Peacock pulls out a cannon and swings it forwards, then launches a cannonball out of it as a fast-moving projectile. The force of firing the cannon pushes her slightly backwards. This is a two-hit attack at close range - first the enemy will be struck by the cannon, then the cannonball itself.
BANG!
Special
Peacock draws a revolver and fires if forwards... but what comes out of the revolver is determined by how long the Special button is held for.

A quick tap just causes a flag to pop out, which can trip opponents on hit.

Releasing the Special button around when Peacock finishes drawing the revolver causes a giant blade to pop out, hitting enemies a fair distance in front of Peacock and knocking them away from her.

Finally, keeping the Special button held even when Peacock is firing will cause her to shoot an actual projectile, which travels extremely fast. Keep the Special button held, or start mashing it, to fire up to three shots in quick succession, dealing increased damage but increasing the move's recovery time.
George's Day Out
Down + Special
or
Forward + Special
or
Back + Special
All three variants of this Special Move will call in a George bomb, which moves forwards and explodes on contact with enemies. The input used will affect the exact properties and movements of the George summoned. Peacock can throw out two Georges in quick succession, but afterwards has a brief cooldown period during which she can't summon any more.

The Down variant of the move causes Peacock to simply toss out a George that waddles slowly and adorably forwards. When one hits a ledge, it'll just turn around and start walking the other way, making it particularly good on small platforms. Peacock can also toss the George into empty air to attack foes below her, giving it some niche uses in edgeguarding.

The Forward variant has Peacock pointing forward and summoning a George in a li'l go-kart from a portable hole behind her. This George drives forwards quickly but recklessly, and will fall off any ledges it hits and explode on contact with a wall.

The Back bariant has Peacock raising two flags and summoning a George in a tiny plane above her head, who divebombs downwards in an arc and explodes on contact with any stage geometry.
The Hole Idea
Up + Special
Peacock dives into a portable hole, reappearing from a hole far above her (or in a different spot in whatever direction the control stick was held in). The move is fast for a teleport, and holding the Special button lets Peacock "feint" and pop out of the hole in the same spot where she dove in. In exchange, it's also weaker than other teleports.
Shadow of
Impending Doom
Smaaash!!
Peacock whistles, "summoning" something above her that casts a circular shadow on the stage below. As long as the Smaaash!! attack button is held, the shadow will gradually get bigger and bigger as the move "charges up," and during the meantime Peacock can use other attacks...

When the button is released, the something will abruptly fall down in the spot where it was summoned, revealing it to be a random object. The more the move was charged, the bigger and more damaging the object will be. Even when only partially charged, the move deals good shield damage and knockback.

Using Shadow of Impending Doom doesn't consume any Smaaash!! Gauge, but since it requires holding the Smaaash!! attack button to use, it's a bit difficult to use it and a metered option at the same time.
Argus Agony
Back + Smaaash!!
Peacock's hat pops open, revealing a laser cannon shaped like the head of a peacock. From the peacock's mouth, she fires a thin red beam that hits multiple times, then she follows up by firing multiple smaller laser blasts from the Argus eyes on her arms. The super has poor K.O. potential, but pushes the enemy pretty far away, making it useful for getting them far enough away from Peacock that she can continue zoning.
Lonesome Lenny
Special + Smaaash!!
Peacock pulls out Lenny - he's like a George bomb, but massive! Lenny can be pushed around short distances by attacks from any fighter, though he gets pushed more by attacks from Peacock and her allies.

Lenny has a certain amount of "health" that rapidly decreases over time, but can also be reduced by attacks. Once his health hits zero, he explodes, dealing damage as massive as he is to any enemies that are too close.
Who's On Second?
Strong + Smaaash!!
Peacock pulls out a spiked baseball bat and swings it in front of her. In most circumstances, this is a straightforward metered option with solid horizontal knockback, useful as both a kill move and as a "get off me" tool to help enforce Peacock's zoning.

This move does have an additional property, but only when the "Fighter Morph" Mutation is active; hitting an enemy with this move will immediately cause them to switch fighters.
Goodfellows
Smaaash!! (during a grab)
Peacock stuffs the grabbed enemy into a sack and calls in all her "imaginary friends" - Andy Anvil, Tommy Ten-Tons, and even a George bomb armed with a baseball bat. A cutscene plays of all four beating on the sack, which ends with Peacock walking away and tossing a spent cigar onto the George bomb, engulfing the enemy in a massive explosion that deals tremendous damage.
Shulk XC1DE art
Shulk
Long ago, two colossal titans - the Bionis and the Mechonis - were locked in a bitter struggle on an endless sea. Wielding godly weapons, they struck each other down, and their enormous bodies would go on to become the homes of new life.

Eons later, a boy named Shulk was taken on an expedition to the arctic by his family. There, they discovered the Bionis's weapon, a crimson blade known as the Monado that was debilitating to wield. In unknown circumstances, every member of the expedition team but Shulk died.

Shulk and the Monado were returned safely to Colony 9. There, Shulk became a weapons developer for the Colony's Defence Force, spending his time studying the Monado and trying to figure out how to unlock its latent powers. When Colony 9 was attacked by hostile creatures from the Mechonis, he was forced to wield the Monado to defend himself and his friends... but instead of harming him like it did others, the blade granted him visions of the future.

Wielding the Monado in the hopes of avenging the death of a childhood friend and discovering why it "chose" him, Shulk set out to destroy the threat from the Mechonis, unaware of just how grand his destiny was...
Ease of Use:✦✦✦✦✦
Properties
Shulk is a relatively stationary fighter, with his best mobility tool being bound to a Smaaash!! Attack. He usually prefers to let the enemy come to him, walling them out with his slow but disjointed Monado normals. Though his recovery is lackluster, a strong Shulk player won't need it; once he's in Rage, his Visions let him react to even the fastest enemy Smaaash!! Attack, letting him make full use of his powerful defensive metered options and become untouchable. Fighting Shulk is a race to pierce his defense, whether it's quickly to K.O. him before he can unlock Visions, or so decisively that his future is unchangeable.
Abilities
Vision
Passive
When Shulk is in Rage and an enemy starts to use a Smaaash!! Attack, he'll immediately receive a Vision of the future that warns him of the incoming attack; time will freeze, and the vision will show the enemy performing the attack. When the Vision is finished, gameplay will resume as normal. This gives Shulk (and anyone else in the battle, if it's a free-for-all) significantly more time to react to an opponent's metered options and plan out how to avoid them.

Shulk will only receive visions for Smaaash!! Attacks that can hit fighters. He won't receive a vision for a non-damaging move like an Install, for a stance-based move with multiple possible follow-up attacks (e.g. Jetstream Sam's Blade Mode), or for attacks that would be effectively unavoidable even with a Vision (e.g. Goddess of Explosions's Goddess Buster).
Battle Soul
Special
Shulk raises the Monado in front of him, red energy coming off of his body and flowing into the blade. While the Special button is held, he'll slowly fill his Smaaash!! Gauge, but will also gradually take damage while doing so. A fast way to get Visions online without too much sandbagging, and while generating meter to boot.
Back Slash
Forward + Special
Shulk leaps forwards and swings the Monado downwards in a basic single-hit attack that deals increased damage and knockback to enemies facing away from him. The initial hop can be used to avoid some projectiles. Back Slash is risky to use when recovering, though, since Shulk will dive downwards at high speeds during the slash and has no ways to cancel out of the move.
Air Slash
Up + Special
Shulk slashes upwards while rising into the air in an arcing motion, hitting enemies once for fixed knockback. Pressing the Special button a second time, or simply holding it down when inputting the move, will have him follow up by sweeping the Monado outwards, giving him a small amount of extra height while knocking opponents away.
Shadow Eye
Down + Special
Shulk ducks down, raising the Monado defensively in front of his body. If struck while in this stance, he'll quickly dart forwards while dodging around the attack. This movement can leave him behind the opponent if he counters a melee attack, leaving him in perfect range for a Back Slash.

Shadow Eye can counter physical attacks and projectiles alike, but the window in which it can counter attacks will decrease temporarily if it's used too often. More pressingly, Shadow Eye cannot counter Smaaash!! Attacks. (Not that Shulk needs any help in dealing with those.)
Monado Shield
Smaaash!!
Shulk braces himself and raises the Monado in front of him, its blade's glow turning orange, as he conjures a shimmering orange barrier around his body. The barrier lasts for only a very short time - about a second - but if Shulk would be hit by an enemy's Smaaash!! Attack during this time, Monado Shield will completely nullify the attack, and fade once it's safe. Monado Shield can even be used against command-grab Smaaash!! Attacks!

Monado Shield's most obvious drawback is that it only protects against metered options; it won't do anything to protect Shulk from normals, Special Moves, or a regular grab.

You can use Monado Shield as a hard-read, but its most reliable application is as a reaction to a Vision when you don't think you can use a roll or Monado Speed to rush in and punish.
Monado Purge
Forward + Smaaash!!
Shulk slashes the Monado upwards, firing off a blade of emerald ether as a large slow-moving projectile. Hitting an enemy with either the initial slash or the projectile will immediately end their Install states early and knock beneficial items off of their body.
Monado Buster
Back + Smaaash!!
The energy blade of the Monado expands to tremendous size, and Shulk slashes the weapon downwards in a giant disjointed slash that deals significant damage and knockback.

Monado Buster is Shulk's most straightforward Smaaash!! Attack, but given the enormous utility of his defensive metered options, it's usually reserved for matchups where Monado Shield has nothing to block and Monado Purge has nothing to dispel.
Monado Speed
Roll + Smaaash!!
Shulk transitions into a swift dash in the direction the control stick is being held in, blue ether flowing off his body as he moves. During the dash, Shulk is immune to both melee attacks and projectiles (though he can still be grabbed). He can cancel Monado Speed into other actions, and will retain his invincibility for a short while when doing so.

Use Monado Speed to dodge through an enemy's attack and get into close-quarters for a punish. The move can be especially effective in response to a Vision.
TotK Tulin Artwork 3
Tulin
Raised in Rito Village in Hyrule's northern Hebra region, Tulin was trained in flight and archery from a young age by his father Teba, who wished for him to become a warrior just like Revali.

Meeting the legendary hero Link kindled a similar motivation in Tulin himself, and in the time since the defeat of Calamity Ganon, he's noticeably grown and become a highly accomplished sharpshooter. He's still hotheaded and eager to prove himself, though, which gets him into trouble on occasion...

When an unnatural blizzard engulfed Hebra, Link and Tulin worked together to ascend to the Stormwind Ark, where the young Rito found a Secret Stone - a magic tear-shaped rock that brings out the bearer's latent talents, once wielded by Tulin's distant ancestor. Wielding the stone's power as the Sage of Wind, Tulin gifts a portion of his strength to Link in order to help him vanquish the new threat looming over Hyrule.
Ease of Use:✦✦✦✦
Properties
Tulin spends most of his time taking the skies, with only quick breaks on the ground to refresh his double jumps or collect Arrows and Materials. While in midair, he can use his fast movement tools to get in, end his combos with a midair Strong attack, then use arrows or Tulin's Gust to snuff out the opponent's recovery. He's at his strongest when he has the height advantage, though; approaching him from above, or when he inevitably has to land and replenish his resources, is the best way to undermine Tulin's powerful offensive abilities.
Abilities
Hunter-Gatherer
Passive
Tulin's supply of Arrows and his held Material are both displayed on his HUD. Both of these unique resources are used as part of his Great Eagle Bow attack, and can be replenished by using Gather.

Tulin's Arrows are ammunition for Great Eagle Bow, and one Arrow will be spent whenever he uses the attack. He can carry up to five at a time.

Tulin's Material is used to augment Great Eagle Bow, altering the move's properties. He can only carry one Material at a time, but many Materials can be used multiple times before they're exhausted.
Rito's Wings
Double Jump
Tulin technically has an infinite number of double jumps. However, each one gives him less and less height. After enough uses, the jump only becomes good for briefly slowing his fall speed.

Tulin's double jumps are "refreshed" after using Tulin's Gust.
Young Rito
Warrior
Strong
Tulin is at his most comfortable fighting in midair. He can use his Strong attacks in midair, but he can't use them when he's on the ground.
Gather
Special
ground only
Tulin searches on the ground for a moment, leaving himself vulnerable for a moment in order to fully replenishing his supply of Arrows. Holding the Special button causes Tulin to search for longer, letting him acquire a Material as well. (He can also get a Material by using Gather when he already has five Arrows.)
Updraft
Up + Special
ground only
Tulin pulls out a flaming Hylian Pine Cone, which he tosses onto the ground as he hops into the air. When the pinecone hits the ground, it releases a burst of flame, creating an updraft that propels Tulin high into the air. The flames can also knock enemies away, but the attack is a bit slow and rather easy to avoid.

Using Updraft gives Tulin a lot of height, but he can't perform any other actions until he's near the height of his ascent. If you need to get airborne and act quickly, it's usually better to just jump off the ground.
Great Eagle Bow
Special
midair only
While in midair, Tulin holds the Great Eagle Bow in his talons and fires an arrow diagonally downwards. His arrows' damage and knockback decreases the farther they fly. Tulin can only fire the Great Eagle Bow while he has at least one Arrow held, and doing so will consume that Arrow.

Holding the Special button causes Tulin to slowly draw the bow back, charging the attack. When fully charged, the Great Eagle Bow fires three arrows in a close spread instead of just one. (The shot will still only consume one of Tulin's Arrows.)

If Tulin has a Material, the Material will automatically be attached to any arrows he fires from the Great Eagle Bow, affecting the arrows' properties in the following ways:
  • Fire Fruit: Increases arrows' damage and makes them fire-elemental.
  • Ice Fruit: Causes arrows to freeze enemies solid on an unblocked hit.
  • Bomb Fruit: Causes arrows to explode on contact with surfaces or fighters. Be careful - the explosions can hurt Tulin, too!
  • Puffshroom: Causes arrows to create a temporary smokescreen at the spot where they land.
  • Octo Balloon: Arrows will attach an Octo Balloon to whatever fighter or item they hit, reducing their weight. Octo Balloons attached to anything too small or light will instead lift them up into the air.
  • Keese Eyeball: Gives arrows homing properties.
  • Zonai Rocket: Increases arrows' speed and damage.
  • Zonai Beam Emitter: Transforms arrows into thin laser beams.
Wing Spiral
Forward + Special
midair only
Tulin dashes forwards while spinning around, wind wrapping around his body. The attack hits multiple times, and the control stick can be used to aim upwards or downwards mid-dash. Holding the Special button will cause Tulin to spread his wings after the dash, knocking enemies away and transitioning smoothly into a glide. The glide isn't perfect - Tulin will gradually lose height during it - but it's still fairly fast.
Rito Dive
Down + Special
midair only
Tulin flaps once, then quickly nosedives downwards, plowing through enemies in his path. The move isn't quite as fast as other fighters' divekick attacks, and Tulin can shift left or right during his descent. He can cancel out of the dive with a jump, or by pressing the Special button to spread his limbs outwards in an attack that knocks enemies away and slows his descent to a more manageable speed.
Tulin's Gust
Smaaash!!
Tulin uses his power as Sage of Wind to conjure a tornado around his body. The tornado lasts for a short time, during which Tulin can fly freely through the air using the control stick. Pressing the Attack button will cause Tulin to perform a spinning dash similar to Wing Spiral, which can be aimed in any direction and hits enemies.

Pressing the Special button will cause Tulin to fire the tornado off in any direction as a powerful, fast-moving windbox; the projectile doesn't deal any damage, but is perfect for snuffing out enemy recoveries. Using it will end Tulin's Gust early.

Stages[]

Bolshaya Past Crevice
Bolshaya Past Crevice
A clearing that Naked Snake had to pass through during a mission in the Tselinoyarsk region, deep in the USSR. Here, Major Ocelot of the Ocelot Corps challenged him for the third time. This time, Ocelot didn't make any rookie mistakes for Snake to exploit, so this was their first battle on truly even footing.
Bolshaya Past is a modest-sized stage with an uneven surface, littered with large boulders for fighters to stand on. There's a walk-off on both sides, a chasm in the middle with a blast line at the bottom, and a barebones tree on the righthand side providing additional platforms. Hanging from the tree is a hornets' next that can be attacked and knocked off the tree, angering the hornets and causing them to swarm around the fighter who was closest to where their hive landed.
Inscryption OST Cover Art
Deathcard Cabin
The game Inscryption was lost media - a video game based on an old trading card game of the same name. When it was finally found, it was for some reason buried in the middle of the woods. When booting it up, players are greeted by a figure with glowing eyes named "Leshy" in his cabin, and challenged to a game of strategy.
The Deathcard Cabin stage is set atop Leshy's table, a moderately-sized "floating" platform, as he watches the fight unfold. Throughout the battle, he'll reach a gnarled hand out from the shadows and place hand-carved wooden props onto the table to serve as obstacles, additional platforms, or hazards. His props often evoke the theme of a forest at night.

Leshy will sometimes pull out a camera and raise it in front of him. When he takes a photo with it, the camera's flash will turn any fighter at critical health (150% or higher by default) into a playing card, instantly K.O.ing them. But if you haven't taken much damage, or if you can hide behind one of Leshy's props, the camera flash is completely harmless.
DenLiner reUE
DenLiner
The mysterious bullet train that travels between different time periods. Creating rails in front of it as-needed to trawl across the endless deserts outside of time, the DenLiner's current purpose is to chase down the monstrous Imagin and defeat them before they can travel into the past and destroy the future.
Combat takes place on the DenLiner itself - a long but squat stage with a walk-off on one side and an edge on the other. The stage has no hazards and doesn't change layouts, but throughout the fight, the DenLiner will travel through time to visit iconic sets that the Kamen Rider series has been shooting fights at for years. Sometimes, you'll even get to spectate some iconic fights from various Kamen Rider shows as you're passing by!
Dive to the Heart (Art) KH
Dive to
the Heart
A realm that rests somewhere between Dreams and Finality, where one can catch a glimpse into their own heart. In this strange space, Keyblade wielders can seek guidance and strength, or confront their inner doubts and darkness.
The entire stage is a single Station - a wide column that extends upwards from the very bottom of the screen. There's no hazards, no bells and whistles. When you want as straightforward a fight as possible, you go to Dive to the Heart.
Ghost Girl's Alley Infobox Anime
Ghost Girl's Alley
A mysterious street in the Japanese port town of Morioh, which is only visible to Stand-users or other kinds of psychics. The alley serves as a bridge between the world of the living and the world of the dead, allowing one to meet ghosts there; however, if you look behind yourself while you're in the alley, ghostly hands will grab you and drag you away.
Ghost Girl's Alley is a flat stage with walk-offs on either side. Apart from a bit of fresh dog poop at the center of the stage with lowers the Smaaash!! Gauge of fighters who step in it, there's seemingly no hazards. However, the stage holds a secret.

All fighters spawn facing the left, regardless of their location on the stage. When a fighter faces the right for too long, the stage will suddenly be bathed in eerie darkness, and the ghost hands will appear to grab that fighter and drag them off the rightmost edge of the screen. Hold on to your Lock-On button for dear life, and correct your stance quickly after rolling!
BttF Hill Valley Courthouse
Hill Valley Courthouse
Hill Valley, California... a town with history. This courthouse was built in the 1880s, some thirty years after the area was first settled.

In the 50s, it was the commercial center of the town, home to theaters and shops and even a park. Most famously, the courthouse clock tower was struck by lightning in 1955, freezing it at 10:04, and thanks to the Hill Valley Preservation Society it's been that way ever since.

The town square has fallen into disuse in the 30 years since then, with most of the stores moving elsewhere and the grassy park being replaced by a parking lot, but who knows what the future holds for the Hill Valley courthouse...
While battling on this stage, fighters will frequently be flung backwards and forwards through time, fighting in different time periods with slightly different layouts and hazards. Right before the stage changes forms, you'll hear a popping sound just like Doc's time machine, and the time period you'll be going to will flash on the screen in bright red lettering.

The 1985 version of the stage is its starting form. Like all of the stage's forms, fighters battle on the courthouse's roof - a single long, flat platform with a triangular "hill" in the middle topped by an antenna. There are no hazards on this version.
The 1955 version of the stage is set on a certain dark and stormy night. It's largely the same as the '85 version, but when the courthouse's clock strikes a certain hour, lightning will strike the antenna at the stage's center, dealing massive damage to any fighters caught in its radius.
In the distant future of 2015, the courthouse has been retrofitted to become the Courthouse Mall. Holographic advertisements for the movies of the future will dive into the battlefield at times, creating visual mayhem that can obscure fighters from view.
In an alternate 1985 created via time paradox, the courthouse was used as the foundations for "Biff Tannen's Pleasure Paradise Casino & Hotel," and the 28-floor hotel tower looms over fighters in the background. The DeLorean itself will fly onto this stage, and serving as a bulky platform that fighters can ride around the battlefield.
Finally, 1885 is set during the courthouse's construction, meaning fighters can't stand on the roof; instead, they'll fight on the scaffolding - a couple layers of soft platforms which are closer to the lower blast line. This is the most drastically different form of the stage, but there are no other hazards to keep in mind.
Celes Opera from FFVI Pixel Remaster
Jidoor Opera House
An opera house situated close to Jidoor, a wealthy country in the World of Balance also renowned for its auction house and art gallery. Recently, they've been showing performances of Maria and Draco - a love story about a princess who is betrothed to an enemy prince after her country lost their war, but who's saved by her long-lost beloved.
Jidoor Opera House is a somewhat larger stage that takes place during the opera, with the battle being set on... well, on the stage itself! As the opera progresses, the stage's layout will shift accordingly; when the curtains fall, that's the sign that it's about to change scenes! (You'll still be able to see the silhouettes of fighters and the stage through them, even as the layout transforms.)

The first scene, the battlefield, has a flat central area flanked by rocky slopes on either side, both of which lead to walkoffs.
The iconic second scene, the princess's castle walls (pictured), has an elaborate layout consisting of multiple platforms, gives access to the stage's bottom blast line, and gradually autoscrolls upwards as the scene progresses.
The third and final scene, the ballroom, has a slightly elevated central area and walk-offs on either side.

At any point in the opera, players can leap up onto the stage's rafters, which remain in place even when other parts of the stage autoscroll. During the final scene of the opera, sometimes Ultros the giant purple octopus monster will clamber into the rafters, and will try to drop cartoonish four-ton weights on fighters below him. Knocking him down onto the stage with attacks will cause him to begin battling fighters as a stage boss, and the ensuing chaos will change the opera's ending.
KennedySpaceCenterASB
Kennedy Space Center
A spaceport on Merritt Island, in Florida. Its location on the Equator makes it perfect for launching rockets out of Earth's atmosphere. It is also Father Enrico Pucci's ultimate destination in his journey to achieve his friend DIO's dream of achieving Heaven. On arrival, his Stand transformed into C-MOON, causing gravity to warp and everything nearby to begin falling away from him.
This stage is sideways, with the camera facing towards the tiled floor and fighters standing on the walls of buildings. The entire battlefield is ringed with platforms (buildings and the space shuttle for solid platforms, and fences for thin platforms) and gaps of various sizes for blast zones. At random intervals during the battle, Pucci and C-MOON will emerge and slowly stroll across the battlefield high above players' heads. As they move, the stage and its gravity will rotate, always keeping him at the top of the screen.
Lake Verity LA
Lake Verity
A small lake tucked away in the peaceful southwestern corner of the Sinnoh region. The mountains walling it in on all sides make it difficult to navigate to Lake Verity's shore, so humans rarely come here, giving the place an aura of solitude that can feel somehow comfortable.
Lake Verity is a small stage consisting of a single island platform surrounded on both sides by water. The island's mostly-flat surface is broken up by the cave jutting out at its center. Fighters can deal damage to the cave, eventually causing it to collapse and making Late Verity completely flat temporarily. After enough time has passed, Mesprit will warp out from underneath the rubble and use its psychic power to reconstruct its cave, then disappear again.

Sometimes, Pokémon will appear to watch the battle unfolding. This can include Gyarados, which surfaces from the water on either side of the island, and Drifblim, which floats by on the wind. Fighters can stand on both of these Pokémon.
Super Metal gear
Metal Gear EXCELSUS
A spider-like Metal Gear armed with massive swords, plasma cannons, and missile launchers. Developed in 2016, its only documented use was two years later when Senator Steven Armstrong piloted one of them in Pakistan.
The stage begins on the Metal Gear's back. It's a modest-sized platform, a little bit smaller than Dive To The Heart, with no real bells or whistles. Uniquely, though, the platform can be damaged by attacks, and knocking enemies into the floor will cause them to "stick" to it briefly.

When EXCELSUS has taken enough damage, it will explode, damaging any enemies stuck to it and dropping the fighters in a shallow crater, with walls on either side and rubble from the Metal Gear forming thin platforms at strange angles in an asymmetrical pattern. The stage will remain in this form for about a minute or two; then, the ground will shatter underneath the fighters, and a new EXCELSUS will rise up underneath them.
Showdown Potionarium
The Potionarium
Plague Knight has the Explodatorium as his main lab, of course, but what few people ever realize is that he has a second, secret lab! The Potionarium is watched over by Plague Knight's aide and crush Mona; if anyone stumbles across their elevator hidden behind a secret passage in the Village, she challenges them to a minigame, and that's usually enough to convince them there's nothing weird going on.
The Potionarium stage is set on the elevator leading in and out of the lab, and throughout the fight it will regularly shift between the entryway and the main lab itself.

The entryway is the starting point of the stage. It's an entirely square room, with Mona sitting in one corner. The room provides no access to blast lines; instead, Mona will conjure a random array of glowing panels that move back and forth on the walls and ceiling. Touching a panel will deal damage to a fighter, and touching one when at critical health will result in an instant K.O. (The red panels deal more damage and K.O. at much lower percentages, but they're much smaller and move very quickly.)

When Mona's disposition changes from gloomy to ecstatic, that's the sign she's about to change the stage's layout. When she stands up and pulls a hidden lever, the stage's floor will transform into four elevators that descend into the main lab. In this layout, the stage consists of the elevators - four large platforms, suspended in midair. The elevators will occasionally shift upwards or downwards, altering the stage's layout.
There are no other hazards on the stage, but plenty of Easter Eggs; for example, the first time a fighter is K.O.'d while the stage is in this layout, Mona will collect their Essence, placing it in the enormous Dynamo Decanter in the background for the remainder of the fight.
This game does not promote smoking or the use of cigarettes
Red Grave City
Or more accurately, a road on Red Grave's outskirts that leads into the city center. Either way, it's close enough to the Qliphoth - a gargantuan demonic tree that has sprouted its roots in the city - that the road has become infested with demons.
For about half of the time spent on Red Grave City, players will be fighting on the roof of Nico's van. It's a single platform, long but unadorned, that swerves and drifts across the stage. The ground rushes by in a blur, and touching it will knock a fighter upwards and deal damage.

When Nico begins running over demons, that's your cue that things are about to get interesting. A few seconds afterwards, she'll hit a barricade of flaming vehicles, launching her van into the air. Time will slow to a crawl for everyone except the fighters, and even they will get launched through the air slightly slower than normal. You can still stand on Nico's van as it spins through the air, but now you can fight on the road safely too. Just keep an eye on the van - when its wheels are facing the road and its nose is pointing downwards, time will speed up again, and it will land back on the road and drive onwards.
Sanguine Sea Thumbnail
The Sanguine Sea
An endless plain of ankle-deep blood, eternally dripping from the body of the enormous and nigh-unkillable beast known as the Jotunn. Located on one end of the Sanguine Sea is the front gate of Castle Le Fanu - once the home of Queen Jusztina Fanu and her knight and lover Ophelia, now ruled over by their son Prince Crilall.
The Sanguine Sea is an asymmetrical stage. On the left side is a bridge, with a walk-off edge and a ramp leading to the lower blast zone. On the right side of the screen are two pillars that can be stood on, about as high as the bridge.

Sometimes, the Jotunn will walk past on the right edge. Its colossal legs act as a wall, preventing fighters from being knocked off that edge. If the Jotunn is struck with a Smaaash!! Attack, it will be killed permanently, preventing it from reappearing for the rest of the fight and causing the sea of blood to rise and cover half the stage.
SubconForest
Subcon Forest
A strange, dark, scary forest. It's ruled over by two terrifying shadowy silhouettes - the Snatcher, who steals people's souls and makes them do odd jobs until they stop being useful, and Queen Vanessa, a dangerous woman who lives alone in the manor on the forest's frigid outskirts. Serving underneath them are phantoms and shades of every shape and size.
A larger stage located in the forest's canopy. The stage has multiple large platforms consisting of tree branches and treehouses, some of which are connected by rope bridges.

The stage has multiple green "phantom platforms" which are normally intangible, as well as multiple bells. Hitting a bell with an attack will cause it to temporarily exude a green aura, which renders the phantom platforms tangible. Places where two bells' fields intersect will be cancelled out, making the phantom platforms intangible again.
Result 07 elv act1
Terminal Velocity
"Critical systems failure! Repeat: Critical systems failure! All attraction access is temporarily suspended. Please evacuate the park via the emergency exit ahead. This is all your fault."

Dr. Eggman created a colossal amusement park in orbit around Earth, using the mysterious energy of the Wisp aliens as a power source. That same energy has become unstable, transforming into a rapidly-expanding black hole that threatens to swallow everyone in the park. The only way to escape it is to descend the enormous space elevator connecting Eggman's park to the planet far below.
Terminal Velocity is set on top of the giant elevator car on a perpetual high-speed descent towards Earth, with pieces of debris falling alongside it creating smaller platforms that drift across the stage in randomly-chosen predefined patterns.

During the battle, sometimes the black hole will get too close for comfort, encroaching on the top of the stage and reducing gravity as it tries to pull everything towards it, but after a few seconds the elevator will regain speed and outpace the black hole again.
Updaam Deathloop
Updaam
A residential district on the island of Blackreef, which has been occupied by the hedonistic elite of the AEON Program and trapped in an endless time loop. Updaam is host to two of the AEON Program's "Visionaries" - its most important members, whose lives are intrinsically linked to the stability of the Loop.
The Updaam stage is a tour of the area, with fighters warping between locations and times of day in a stylized orange-and-yellow transition. The stage starts at the entrance to one of Colt Vahn's underground tunnels, then transitions to the plaza in front of the Library, the street under Colt's now-abandoned Luxury Suite, the bridge leading to Charlie Montague's LARPG Condition Detachment, rooftops overlooking the Polar Sea with a perfect view of Frank Spicer's fireworks show, the path to the gate of Aleksis Dorsey's manor, and then finally atop the giant Stabilizer Core at the island's center.

There are no hazards, but the ever-shifting layout can change the pace of the battle substantially.
Wheatley Laboratories reUE
Wheatley Laboratories
To save their own lives, Chell and Wheatley performed a Core Transfer - uninstalling GLaDOS as the core artificial intelligence of Aperture Laboratories, and replacing her with Wheatley. Unfortunately, Wheatley is a moron; under his control, the newly-rechristened "Wheatley Laboratories" is being smashed into itself, and the nuclear reactor it draws power from is about to go critical.
The Wheatley Laboratories stage consists of two Aperture test chambers smashed together, with each chamber making up half of the stage. At irregular intervals, Wheatley will have one of the halves pulled away and a new one smashed into place, and the impact can damage fighters.

The hazards on the stage will vary based on the test chambers currently being used to construct it. Some have Franken Turrets, which do nothing but try to move towards fighters and push them around. Some have Excursion Funnels that act as tractor beams, holding fighters in place and gradually moving them along the beam. Some have Aerial Faith Plates that launch anything that lands on them into the air. Some have crushers, which... crush things.

Items[]

Soul Hackers 2 COMP
COMP
Item Type:  Summoning / Shooting
Effects
Summon
Shoot
Firing the COMP will spawn an Assist Summon in front of the user. The item can only fire one shot before it's exhausted, but can be thrown like a regular item when it's out of ammo.
KRW-Magma Memory
Gaia Memory
Item Type:  Summoning / Transforming
Effects
Dopant Form
Use / Transform
When picking up a Gaia Memory, it will call out the name of an Assist Summon. Using the Gaia Memory, or throwing it at another fighter, will transform that fighter into that Assist Summon for a short time.

Assist Summon transformations can be controlled using button inputs, but not all of them have a full range of attacks.
Recycler Charge Transparent
Recycler Charge
Item Type:  Throwing / Explosive
Effects
Recycling
Toss
When the Recycler Charge hits a fighter or surface, it will automatically arm, causing it to suck in everything nearby, whether they be fighters, projectiles, or items. The latter two will be nullified by the vacuum.

Then, the Recycler Charge explodes, converting all nullified projectiles and items into raw materials that it launches in every direction as makeshift shrapnel. (In other words, the more items and projectiles it deletes, the more damage it'll deal.) The larger raw materials can themselves be picked up and thrown.
Pin 228
O-Pin
Item Type:  Throwing / Equipment (Badge)
Effects
O-Pin
Item Behavior
The O-Pin isn't automatically equipped when picked up like other Equipment; instead, it can be held and thrown, and will automatically be equipped to anyone it hits when thrown.
Crawler
Transform
A fighter wearing an O-Pin has their movement speed, jump height, and general mobility diminished.
KRW-Trial Memory Maximum Mode
Trial Memory
Item Type:  Throwing
Effects
Maximum Drive
Toss
If a fighter hurls the Trial Memory and successfully lands an unshielded hit with it, time will temporarily slow to a crawl. Only the fighter who hurled the Trial Memory will be able to move at top speed, giving them a few precious seconds to beat foes down freely. When the flow of time returns to normal, the Trial Memory despawns.
Bond of the Blaze KHIII
Bond of
the Blaze
Item Type:  Battering / Throwing
Effects
Blazing Cut
Batter
Attacks with Bond of the Blaze are fire-elemental.
Eternal Flames
Toss
When tossed, Bond of the Blaze transforms into a flaming chakram. The chakram flies a set distance, then u-turns in midair and tries to return to the one who threw it. Contact with that fighter will cause them to automatically re-equip it if they aren't holding anything else.
Devil May Cry 5 Devil Sword Sparda Render PNG 1
Devil Sword Sparda
Item Type:  Battering
Effects
Sparda Combo
Batter
The Sparda doesn't have any special element to it, but its enormous blade gives it incredible reach, and its Batter is a three-hit combo like a jab.
Prop Shredder
Up + Attack
The Sparda transforms into a scythe as the wielder spins it over their head, hitting multiple times. Pressing the Attack button a second time causes them to perform a second spin for extra damage at the cost of increased endlag.
Stinger
Dash + Attack
The wielder stabs the Sparda forward as its blade automatically telescopes into a spear. The move has incredible horizontal reach.
Dance Macabre
Forward + Smaaash!!
The wielder lunges forwards in a tackle. If they hit an enemy, they'll automatically launch into an elaborate high-damage combo that ends in them knocking the enemy into the air, then swinging the Sparda in scythe form like an oversized golfclub to launch them away.
Nightblood by darken1633
Nightblood
Item Type:  Battering
Effects
Draw me!
Item Behavior
When a fighter gets close to Nightblood when it isn't being held, the magic sword will speak up and pleasantly chat, often asking to be picked up and wielded. After all, there's so much evil the two of them could be destroying together!
Destroy
Evil!!
Passive
Just holding Nightblood grants the user Rage, but it will also rapidly deplete the user's Smaaash!! Gauge. If they don't have any meter to drain, they'll start gradually accumulating damage instead. If the user doesn't have any meter and at 150% or more, they'll be instantly K.O.'d.
Nightsever
Batter
or
Forward + Strong
Nightblood's attacks are shadow-elemental and deal a lot of damage, and will instantly K.O. any struck fighter who's at 150% or more.
Thunderseal GGStrive
Thunderseal
Item Type:  Battering
Effects
Shock Cut
Batter
Attacks with Thunderseal are electric-elemental.
Stun Edge
Forward + Strong
The wielder charges up electricity in Thunderseal, then hurls it outwards in the form of a short-ranged electrical projectile. The more the move is charged, the bigger Stun Edge gets, and the more times it'll hit.
Dragon Install
Passive
When the wielder is in Rage, Thunderseal begins crackling with violet electricity, and its attacks take on a similar color. The weapon swings faster and charges faster in this state.
Devastator - Remnant
Devastator
Item Type:  Shooting
Effects
Spread Shot
Shoot
The Devastator fires several crossbow bolts in a short-range, shotgun-like spread. Each shot is weak individually; you need to get close enough to hit multiple shots in order to bring out this weapon's maximum damage output. The Devastator can be fired twelve times before it's emptied.
Skewer
Shoot
while Locked
While Locked, the Devastator instead fires a massive iron spike. The fast-moving projectile pierces all kinds of armor to always deal knockback, and inflicts a damage-over-time effect on struck enemies. It consumes four shots to use, though.
KalinaAnn
Kalina Ann
Item Type:  Shooting
Effects
Double
Kalina Ann
Item Behavior
Sometimes, a second Kalina Ann with a different design will spawn at the same time. When that happens, a fighter that's already holding a Kalina Ann can pick up a second one to dual-wield them, giving them access to extra attacks.

As soon as the second Kalina Ann is picked up, their remaining shots are pooled together. If the user throws one Kalina Ann away, the shots are divvied up evenly between the two, with the one the user is still holding taking the remainder.
Howitzer Shot
Shoot
Kalina Ann fires fast-moving missiles that explode on contact with surfaces or fighters, dealing heavy damage in a wide radius. Each Kalina Ann can only be fired seven times before it's emptied.

With Double Kalina Ann, the fighter can alternate between the two rocket launchers, increasing the fire rate.
Wire Shot
Grab
The user's grab is replaced with a tether grab where they shoot Kalina Ann's bayonet forward, letting them grab enemies from further away. They can also use Wire Shot in midair, and though it functions as a regular attack instead of a grab when used this way, it can be used to latch onto ledges and pull the user to them from afar. Each use of Wire Shot consumes one shot.
Hysteric
Down + Strong
The rests Kalina Ann on the ground and fires off a barrage of micro-missiles that home in on nearby enemies. The longer the Strong attack is charged for, the more missiles it'll fire. Each use of Hysteric consumes one shot.

With Double Kalina Ann, Hysteric will launch even more missiles.
Mega Cascade
Forward + Smaaash!!
Double Kalina Ann
The user combines both rocket launchers together and fires a multi-hit laser beam forwards. The attack pierces stage geometry and reaches all the way across the screen.

Fighters without Smaaash!! Gauges, or whose gauges aren't full, can still use Mega Cascade; but when they do, the attack's wind-up is significantly increased, the damage is decreased, and it instantly consumes all the Kalina Anns' remaining shots.
Dio's Knives Heritage
Knives
Item Type:  Shooting
Effects
Muda!
Shoot
The user's "Shoot" has them hurling a knife forwards as a fast projectile. Unlike other Shooting-type items, you can't move forwards or backwards while firing; instead, the control stick can be used to aim the knives in any cardinal or diagonal direction. The Knives can be "fired" up to sixteen times.
KDB Invincible Candy artwork
Invincible Candy
Item Type:  Transforming / Edible
Effects
Invincible
Transform
Eating Invincible Candy will make a fighter... well, invincible! For a few seconds, their hurtboxes effectively vanish, preventing them from being hit by attacks.
Dragoon Boots Transparent
Dragoon Boots
Item Type:  Equipment (Feet)
Effects
High Jump
Transform
Just having the Dragoon Boots on dramatically increases your jump height.
Land
Down + Attack
midair only
The user dives downwards feet-first at high speed. If they hit an enemy, they'll stomp on them and bounce off their head. The move has a sweetspot on the very first frame that can meteor smash foes.
Devil Breaker Overture
Overture
Item Type:  Equipment (Arm)
Effects
Battery
Strong
The wearer thrusts the arm that Overture is on in the chosen direction, releasing a powerful blast of electricity that sends enemies flying. Battery can't be charged like other Strongs, but its damage and knockback are better than an uncharged one to make up for it.
Exploder
Strong (hold)
Holding the Strong button will charge Overture with power. Releasing it will cause the wearer to thrust the arm forwards in a command-grab attack. A successful grab will deal no damage, but leave the arm stuck in the enemy as a time-bomb that deals heavy damage on detonation. The blast can be shielded or dodged, of course, but using the moment of predictability to launch your offensive is always a valid strategy.
Scapegoat
Passive
If the wearer is hit while using Battery or charging Exploder, Overture will shatter instantly, but they'll take reduced damage and outright ignore knockback from all but the most powerful attacks.
Griffes Tigres
Tiger Claws
Item Type:  Equipment (Arm)
Effects
Lightweight
Transform
Just having the Tiger Claws on dramatically increases your walk and run speed.
Tiger Combo
Attack
With the Tiger Claws equipped, the user's jab becomes a fast five-hit combo of slashes.
Tiger Needles
Attack
while Locked
While Locked, the user's jab is replaced with a Shoot that fires needles forwards at high speeds in a multihit attack. The user will keep firing needles as long as the Attack button is held down, and can walk forwards or backwards while firing. Using this move rapidly depletes the Tiger Claws's durability.
Paint Can E7B53B
Australium Paint
Item Type:  Transforming
Effects
Australium-
coated
Transform
Picking up Australium Paint instantly coats the user's body in glittering golden Australium. In this form, their weight is greatly increased, but their overall mobility is reduced.

Additionally, the user's high-power attacks gain the ability to briefly petrify struck foes and turn them into golden statues, which makes them easier combo by increasing their weight and immobilizing them for slightly longer. Hitting a petrified opponent with another attack will break them open, letting them move again.
MM3D Giant's Mask Render
Giant's Mask
Item Type:  Transforming
Effects
Gigantic
Power
Transform
A fighter who's wearing the Giant's Mask becomes... well, Giant. A fighter's size, weight, knockback resistance, and attack power are all increased while they're Giant.

The Giant's Mask is a little temperamental about when and where it can be used. In more cramped battlefields, it might not do anything until you can get to a place where you have enough room to fully transform... Even when you aren't the size of a Giant, though, you'll always have the weight of one while you're wearing the mask.
WeirdMushroomSprite
Weird Mushroom
Item Type:  Transforming
Effects
Mushroom
Item Behavior
The Weird Mushroom will "glide" across whatever surface it's on, and bounce off of walls it hits. Touching it will automatically apply its effects.
Weird Form
Transform
Picking up the Weird Mushroom instantly transforms a fighter, causing them to become taller without actually becoming any wider. It looks... well, "weird." In this form, their weight and ground friction are reduced, while their jump height is increased. And, of course, their hurtbox is taller.
Leshy's Dagger
Leshy's Dagger
Item Type:  Transforming
Effects
Sacrifice
Use
When using the dagger, the holder will plunge it into their face. They receive an extra stock, but in exchange, they take a random amount of damage, and the right half of their HUD will be obscured by darkness until they respawn, preventing them from seeing the last two digits of their health or the upper half of their Smaaash!! Gauge.
DiddyBalloon
Life Balloon
Item Type:  Other
Effects
Life Balloon
Item Behavior
The Life Balloon will spawn at the bottom of the screen and slowly float up to the top. Any fighter who touches it will automatically apply its effects.
1-Up
The fighter that picks up the Life Balloon instantly receives a stock.

Assist Summons[]

A successor to the Assist Trophies from the Super Smash Bros. franchise, Assist Summons can be spawned by using certain items, and will attack on behalf of their summoner for a short time.

Balteus AC6
AAP07: BALTEUS
Summon Class:  Ally / Mobile
Abilities
Autonomous MT
Passive
Instead of appearing on the battlefield itself, the giant mech BALTEUS spawns behind the stage, and flies around in the background while bombarding fighters with its area-of-effect attacks.
Missile Salvo
Action
BALTEUS fires a barrage of missiles from the ring surrounding its main body. The rockets will land one after the other, either from left to right or from right to left, across the entire stage. Hide behind cover or prepare a well-timed dodge to avoid this attack.
Bazooka
Action
BALTEUS fires a larger rocket at the stage's ground, creating a massive explosion. The spot where it'll fire the rocket is indicated by a reticle, so get away from that spot quickly.
Gatling Gun
Action
BALTEUS targets an enemy with a reticle, and tries to fire a barrage of gatling fire at that enemy. The reticle can't move very quickly, so the easiest way to dodge the attack is to outrun it.
Flaming Slash
Action
BALTEUS slashes horizontally with a "sword" made entirely of bright orange flame, hitting enemies multiple times. The move has a long and very obvious start-up, so it can be avoided simply by jumping or falling to get out of the slash's range.
Ankh reUE
Ankh
Summon Class:  Combatant / Mobile
Abilities
Incomplete
Body
Passive
Ankh is a Greeed's severed arm possessing a human body. He will sometimes separate from the body to fly quickly through the air; when he does so, the human body he leaves behind can't be hit with attacks, but attacks against the arm will deal massive knockback to Ankh.
Cast Aside
Action
When an enemy gets too close to Ankh, he'll grab them with his Greeed arm and toss them aside. It doesn't deal much damage or knockback, but can make for a good combo-starter for his allies.
Use this!
Action
Ankh will sometimes pull out useful Equipment- or Transforming-type items and toss them to the summoner. The item will automatically be equipped when it comes in contact with a fighter.
What an idiot...
Action
When Ankh's ally tries to recover onto the stage, but falls barely short, he'll separate his arm from his host body, and fly over to grab them by the neck and hoist them back onto the stage. This leaves him vulnerable to enemy attacks, though.
KSSU Bugzzy artwork
Bugzzy
Summon Class:  Combatant / Mobile
Abilities
Beetle Wings
Action
Bugzzy can fly freely through the air. He'll use this to recover or reposition, but he can't fly very quickly.
Dash Grab
Action
Bugzzy dashes forwards and tries to grab an enemy in his pincers. If he grabs an enemy, he'll perform one of several possible follow-up throws on the enemy, dealing heavy damage and launching them away. He can also use Turbo Dash Grab in midair, and can aim it either forwards or diagonally downwards when doing so.
Pinpoint Kick
Action
While in midair, Bugzzy performs a divekick directly downwards. On hit, he bounces off the struck enemy's head, and can follow up with another Pinpoint Kick.
Ladybugs
Action
Bugzzy spreads his wings and summons two little ladybugs as projectiles that fly forwards while hovering up and down. The slow-moving projectiles are good for controlling space.
Caesar ShootingStar
Caesar Zeppeli
Summon Class:  Combatant / Mobile
Abilities
Bubble Launcher
Action
Caesar leaps into the air and hurls a violent stream of bubbles downwards. Enemies that take too many hits from Bubble Launcher will become trapped inside of a giant bubble, leaving them helpless.
Bubble Cutter
Action
Caesar sweeps his arms forwards, flinging multiple spinning bubbles forwards as fast-moving multihit projectiles. Bubble Cutters linger in midair until Caesar despawns or is K.O.'d.
Burn black!
Action
Before he despawns, Caesar points upwards, and all his Bubble Cutters transform into Bubble Lenses that firing thin beams of light in every direction. The beams deal rapid damage to any enemies that touch them.
Hell Climb
Action
When knocked offstage, Caesar will try to recover by sticking onto the side of the stage and climbing back up.
The Final Ripple
Passive
If Caesar is K.O.'d, a bubble made of blood with his headband inside will spawn where he was defeated, and gradually float towards his summoner. An ally who pops it by touching it will have their Smaaash!! Gauge instantly filled up. Enemies can also pop the bubble with their attacks, though they won't get any meter from it.
Dual Ripple!
Passive
When an allied JoJo hits an enemy with Unforgettable Feelings, the usual cutscene will be replaced with one where JoJo and Caesar perform their Positive/Negative Overdrive combo attack, where they attack from both sides and charge the enemy's whole body with Hamon energy.
KRDO-Deneb
Deneb
Summon Class:  Noncombatant / Mobile
Abilities
Deneb Candy
Action
Deneb spends most of his time on the battlefield running around in the background, pulling candy out of a basket he carries with him and tossing it at fighters. The candy is shaped like his head, and restores health when eaten. Sometimes he'll toss out a Weird Mushroom or an Invincible Candy instead.
I'm sorry!
Action
Sometimes, after his summoner deals heavy damage to an enemy, Deneb will run over to that enemy, kneel, and apologize profusely for what happened. This will temporarily grant Rage to the summoner.
355Duskull
Duskull
Summon Class:  Combatant / Mobile
Abilities
Pursuit
Action
When spawned, Duskull will summon a circle of harmful blue fire around itself, then pick an enemy and pursue them relentlessly. During its pursuit, it will fly through the air and pass through stage geometry as if it weren't there.

When attacked, Duskull won't flinch, but it will be pushed a short distance away by the attack.
Gamma MvSDW
E-102 Gamma
Summon Class:  Combatant / Mobile
Abilities
Mode Change
Passive
Gamma can reconfigure its body to move more easily on different surfaces.
  • To move quickly across long distances, it can enter Drive Mode by lowering its body to the ground, letting it use the wheels on its legs to accelerate forwards.
  • To move over water, it can enter Water Mode by deploying a propeller from its torso, letting it hover over the water's surface.
  • To move in midair, it can enter Flight Mode by deploying a propeller from its torso and propelling itself upwards with its Jet Booster, letting it fly slowly through the air.
Homing Missile
Action
Gamma's primary attack is using a laser guidance system to lock onto enemies in its line of sight. It can lock on to a given target multiple times. When Gamma is done locking on, it will rapidly fire off small, moderately quick homing missiles. It fires one missile for every lock-on. The missiles don't do much damage, but they can leave foes open for a very long time if they've been locked onto multiple times.
Komainu
Komainu
Summon Class:  Noncombatant / Mobile
Abilities
Search
Action
Komainu searches the stage in search of buried items. When it detects something, it will dig it up. Komainu has high odds of finding a rare item, so it's always worthwhile to stay close.
Missile Ghost Trick
Missile
Summon Class:  Ally / Mobile
Abilities
The only thing
I'm really good
at is...
Barking!!
Action
Most of the time, all Missile will do is follow enemies around, running circles around them and barking excitedly whenever they make too many sudden movements. He can't deal any damage or knockback, but each time he barks, nearby enemies will freeze briefly, as if they're in hitstop.
Swap
Action
Sometimes, Missile will activate his ghostly powers, freezing time for everyone but him. He'll then swap the positions of two fighters, or two projectiles/items with similar shapes. The targets need to be within a certain range of each other for Missile to swap them. Usually the end result will be favorable for the summoner... but Missile isn't the brightest little doggy, and sometimes he'll perform totally random swaps that cause more problems than they solve.
P5X Mothman
Mothman
Summon Class:  Combatant / Stationary
Abilities
Shibaboo
Action
When Mothman is struck by any attack, instead of receiving damage and hitstun, he'll absorb the blow and counterattack by releasing a cloud of golden dust, paralyzing surrounding enemies.
Meteohorde
Planet Meteo
Summon Class:  Stationary / Ally
Abilities
Annihilation!
Passive
Planet Meteo floats in the background and fires out streams of colorful Meteos stones, which rain down from the top of the screen with enough force to damage fighters. Meteos will pile up on the stage, and will gradually weigh the stage down, causing it to sink lower and closer to the bottom blast zone.

When the weight becomes too much to handle, the stage will turn completely gray, and its floor will drop into the void. It only takes about a second for the floor to rise back up to its original place, but it can still shake up players' footing in a battle.

After the stage has collapsed, Planet Meteo despawns.
560Scrafty
Scrafty
Summon Class:  Combatant / Mobile
Abilities
Beat Up
Passive
When an ally has another fighter in a grab, Scrafty will run over and join them. When the ally uses their pummel, Scrafty will also hit the enemy with a low kick for some extra damage.
Moxie
Action
After Scrafty or a nearby ally deals heavy knockback to an enemy, it will stop to goad the foe. If its taunt isn't interrupted, its movement and attack speed will be increased until it despawns.
Headbutt
Action
Scrafty's basic attack is a headbutt. It's a quick, single-hit attack with decent launch power.
Sand Attack
Action
Scrafty kicks at the ground, sending up a spray of dust in front of it. If the dust hits an enemy facing towards Scrafty, they'll be paralyzed briefly. If an ally is too far away to capitalize on the stun, Scrafty will usually follow up with Head Smash or High Jump Kick.
Head Smash
Action
Scrafty leaps forwards onto the enemy in an blockable hitgrab. On a successful grab, it headbutts the enemy's face and leaps off, knocking them backwards.
High Jump
Kick
Action
While in midair, Scrafty performs a slow dropkick. This move deals huge damage and knockback, but locks Scrafty out of further aerial reactions, and it has to pick itself back up after it lands back on the stage, making it a high-risk move.
Skelly
Skelly
Summon Class:  Combatant / Stationary
Abilities
Training
Dummy
Passive
Skelly is classified as a "combatant," but he's actually immune to enemy attacks. Instead, he takes damage and knockback from allies' attacks.

Attacking Skelly fills up the Smaaash!! Gauge must faster than normal.
Bloodless
Passive
When Skelly is K.O.'d, he just reappears back on stage in a puff of smoke, and reassures you that it didn't hurt at all.
Survivor Infobox Manga
Survivor
Summon Class:  Noncombatant / Stationary
Abilities
Aggression
Stimulation
Passive
When summoned, Survivor spreads out across every surface of the battlefield, stimulating all fighters' aggressive impulses with tiny amounts of electricity. Anyone who touches the ground will gain Rage, regardless of their current health, until Survivor despawns.
Vivi KHII
Vivi Ornitier
Summon Class:  Ally / Stationary
Abilities
Sword Magic
Action
When Vivi's ally is charging a Strong attack, he'll cast one of his spells and empower the ally's attack, increasing its damage and making it either fire-, ice-, lightning-, or shadow-elemental.
Fire
Action
Vivi conjures a burst of flame in a distant point. When Vivi is casting, the spot where the explosion will appear is indicated by a red glow.
Blizzard
Action
Vivi conjures crystals of ice in a distant point, freezing struck enemies. When Vivi is casting, the spot where the ice will appear is indicated by a light blue glow.
Thunder
Action
Vivi conjures a lightningbolt from the sky, striking a point on the stage. When Vivi is casting, the spot where the bolt will strike is indicated by a purple glow.
Doomsday
Action
Immediately before Vivi despawns, he'll conjure a giant meteor that slowly falls down onto the stage, exploding on impact.
KSSU Whispy Woods artwork
Whispy Woods
Summon Class:  Combatant / Stationary
Abilities
Tree
Passive
Whispy Woods is so giant, he can block fighters' movement, and his canopy serves as a platform that fighters can stand on.

Whispy Woods doesn't receive knockback from attacks. Instead, fighters have to deal a set amount of damage to him before he can be K.O.'d.
Air Bullet
Action
Whispy Woods blows out puffs of air as fast-moving projectiles. He'll fire three in a row, and can aim them diagonally to try and hit more evasive targets.

At low health, Whispy will instead blow out tornadoes, which can home in on enemies.
Apple Rain
Action
Whispy Woods's leaves rustle, and giant apples and Gordos rain down from his branches. Apples can be attacked to launch them as harmful projectiles, while Gordos are never safe to touch. Either way, one landing on your head will cause you to take damage.
835Yamper WF
Yamper
Summon Class:  Ally / Mobile
Abilities
Spark
Action
Yamper generates an electric field around its entire body, shocking surrounding enemies.
Ball Fetch
Action
Whenever the summoner throws an item, Yamper will chase after it and try to catch it with its mouth, then return it back to the summoner.

Trivia[]

Page Creation[]

  • re:Umbral Endeavor was born from a desire to work on a more freeform umbrella, with as many openings for additional moves as possible, and without quite as many mechanical restrictions as prior projects.
    • The mindset when creating characters' movesets is to stop working on them when they "feel" complete enough, rather than worrying about coming up with moves for specific inputs. This is why many characters are "missing" Special Moves on certain inputs, such as Akatsuki not having a Down Special or Plague Knight not having a Forward Special; it simply didn't feel like they needed those moves to be interesting.
    • The Locking function was specifically devised to expand input options in an interesting way. Its usage as part of character-specific gimmicks, such as Dante's alternate weapons or Leo Whitefang's Brynhildr Stance, was an unexpected but hugely welcome bonus.
      • The function was partially inspired by Persona 4 Arena, in which players can use a button input to change directions in midair, as well as how Lock-On works in the Devil May Cry series.
        • Locking's Devil May Cry roots, and how the series's lock-on mechanic worked with Devil Breakers specifically, went on to inspire Item Moves.
    • Smaaash!! Attacks were born out of a desire to give fighters a varying number of weaker supers, allowing for more versatility and more interesting mechanical choices than what Final Smashes offered in Super Smash Bros.
      • While we're on the subject of Smaaash!! Attacks. They were primarily named after the critical-hit effect from the Mother franchise. It also serves as a nod to Super Smash Bros. itself, of course.

Fighters[]

  • When choosing which veteran fighters to work on first, priority went to the ones that were deemed "could be done better," particularly in the deliberately-open format of re:Umbral Endeavor, as well as the ones who got new moves and mechanics to work with from video games that had released sometime after their movesets in Umbral Endeavor had been written up.
    • When Dr. Coyle's moveset in Umbral Endeavor was first developed, there were no playable ARMS characters in Super Smash Bros. With the release of Min Min as a DLC character, however, there's now some precedent for how an ARMS character would play in a platform fighter. So, when bringing her into re:Umbral Endeavor, her moveset was redesigned to more closely resemble Min Min's.
  • Dan Hibiki's Saikyo-Ryu passive is based on an actual obscure mechanic of his in Street Fighter Alpha 3, in which after using 23 attacks, every 15th attack onwards would be "supercharged" if he used Koryuken. It was also based on the "Red Gadoken" from Street Fighter V.
  • Demonee-Ho's Demon Co-Op move is based on the mechanic of the same name from Shin Megami Tensei: Strange Journey. It also takes cues from how Desperate Hit works in Shin Megami Tensei Liberation Dx2, in which it's a Passive ability that causes Demonee-Ho to automatically use a weak Almighty attack at the end of its turn.
  • Before Leo Whitefang was chosen as Incarnations's first ever Guilty Gear representative, moveset concepts for I-No and Faust were briefly toyed with. Faust was ditched due to difficulties with making his Scarecrow attack work in a satisfying way in a platform-fighter. I-No, meanwhile, simply seemed less interesting than what Leo brought to the table.
    • The second Guilty Gear rep was originally planned to be a character from Guilty Gear Xrd (likely either Elphelt Valentine or Kum Haehyun), but the release of Bridget as the first Season 2 DLC in Guilty Gear Strive dramatically changed plans.
  • Meta Knight is one of the creator's favorite characters to include in umbrella games because "he has so many different versions of so many different attacks across so many different appearances, that it's really easy to come up with a completely different move arrangement after only two new games."
    • The exercise of making a platform-fighter moveset for him that was largely distinct from his Super Smash Bros. moveset was particularly fun.
  • While most of T. Hawk's moves are based on his most recent appearance (Street Fighter IV), the mechanics of Mexican Typhoon (particularly it using a negative-edge input) are instead directly based on how the move functioned in Street Fighter 2.
  • Zeke von Genbu's use of Electric Circus in his Strong Attacks was directly based on an identical gameplay mechanic in SHIFT, and was used with permission and blessing from that page's creator.

Credits[]

Fighters[]

Base Roster[]

  • Akatsuki is from the Akatsuki Blitzkampf series.
  • Arakune is from the BlazBlue series. Its moveset in this game is based on its appearance in BlazBlue: Central Fiction.
  • Big Band is from Skullgirls 2nd Encore.
  • Blaze the Cat is from the Sonic the Hedgehog series. Her moveset in this game is based on her appearance in Sonic Rush.
  • Bridget is from the Guilty Gear series. Her moveset in this game is based on her appearance in Guilty Gear Strive.
  • Cadet Howard is from Astral Chain.
  • Candevil is from Cassette Beasts.
  • Captain Ginyu is from the Dragon Ball series. His moveset in this game is based on his appearance in Dragon Ball FighterZ.
  • The Conductor & DJ Grooves are from A Hat In Time.
  • Dan Hibiki is from the Street Fighter series. His moveset in this game is based on his appearance in Street Fighter V.
  • Dante is from DmC: Devil May Cry.
  • Dark Bowser is from Mario & Luigi: Bowser's Inside Story.
  • Demonee-Ho is from the Shin Megami Tensei series.
  • Dimple is from Mob Psycho 100.
  • Dr. Coyle is from ARMS.
  • Elliana is from the Rivals of Aether series.
  • EVA-01 is from the Neon Genesis Evangelion series.
    • The artwork used for EVA-01 was created by an unknown artist, and was used in this project without permission.
  • The Fighter is from Kid Icarus: Uprising.
  • Giratina is from the Pokémon series.
  • Goddess of Explosions is from multiple Ludocity games. Her moveset in this game is based on her appearance in Slap City.
  • Goro Majima is from the Yakuza series. His moveset in this game is based on his appearance in Yakuza 0.
  • Headhunter is from Katana ZERO.
    • The artwork used for Headhunter was created by @DEL_steamer, and was used in this project without permission.
  • Jack is from Stranger of Paradise: Final Fantasy Origin.
  • Jetstream Sam is from Metal Gear Rising: Revengeance.
  • JoJo is from JoJo's Bizarre Adventure. His moveset in this game is based on his appearance in JoJo's Bizarre Adventure: Battle Tendency.
  • Kaiser Oblivion is from Bravely Second: End Layer.
  • Kamen Rider Fourze is from Kamen Rider Fourze.
  • The Knight is from Hollow Knight.
  • Kotone Shiomi is from the Persona series. Her moveset in this game is based on her appearance in Persona Q2: New Cinema Labyrinth.
  • Leo Whitefang is from the Guilty Gear series. His moveset in this game is based on his appearance in Guilty Gear Strive.
  • Major Ocelot is from the Metal Gear series. His moveset in this game is based on his appearance in Metal Gear Solid 3: Snake Eater.
  • Meta Knight is from the Kirby series.
  • Miriam is from Bloodstained: Ritual of the Night.
  • Morgan Yu is from Prey (2017).
  • Mr. Sandman is from the Punch-Out!! series. His moveset in this game is based on his appearance in Punch-Out!! (2009).
  • Neon White is from Neon White.
  • Okuyasu Nijimura is from JoJo's Bizarre Adventure: Diamond is Unbreakable.
  • Plague Knight is from the Shovel Knight series. His moveset in this game is based on his appearance in Shovel Knight: Plague of Shadows.
  • Raidou Kuzunoha XIV is from the Devil Summoner: Raidou Kuzunoha series.
  • Rawk Hawk is from Paper Mario: The Thousand-Year Door.
  • Roxas is from the Kingdom Hearts series.
  • Selicy is from the One Step From Eden series.
  • Serph is from the Shin Megami Tensei: Digital Devil Saga series.
  • Simon is from Tengen Toppa Gurren Lagann.
  • Simon Yorke is from Etrian Odyssey Untold: The Millennium Girl.
  • Spamton is from DELTARUNE.
    • The artwork used for Spamton was created by CordRocker, and was used in this project without permission.
  • Tahu is from the Bionicle series.
  • Tressa Colzione is from the Octopath Traveler series.
    • The artwork used for Tressa was created by @konpeitopanic, and was used in this project without permission.
  • T. Hawk is from the Street Fighter series.
  • Vegeta is from the Dragon Ball series. His moveset in this game is based on his appearances in Dragon Ball FighterZ.
  • Vergil is from the Devil May Cry series. His moveset in this game is based on his appearance in Devil May Cry 5.
  • V1 is from ULTRAKILL.
  • Xemnas is from the Kingdom Hearts series.
  • Yangus is from Dragon Quest VIII: Journey of the Cursed King.
  • Zeke von Genbu is from Xenoblade Chronicles 2.
  • 2B is from NieR: Automata.

DLC Fighters[]

  • Amaterasu is from Okami.
  • Godrick the Grafted is from Elden Ring.
    • The artwork used for Godrick the Grafted was created by @kankan33333, and was used in this project without permission.
  • Peacock is from Skullgirls 2nd Encore.
  • Shulk is from the Xenoblade Chronicles series.
  • Tulin is from the The Legend of Zelda series. His moveset in this game is based on his appearance in The Legend of Zelda: Tears of the Kingdom.

Stages[]

Items[]

  • The COMP is from the Shin Megami Tensei: Devil Survivor series.
  • The Gaia Memory is from Kamen Rider W.
  • The Recycler Charge is from Prey (2017).
  • The O-Pin is from The World Ends With You.
  • The Trial Memory is from Kamen Rider W.
  • Bond of the Blaze is from Kingdom Hearts III.
  • The Devil Sword Sparda is from the Devil May Cry series.
  • Nightblood is from Warbreaker.
    • The artwork used for Nightblood was created by u/darken1633, and was used in this project without permission.
  • Thunderseal is from the Guilty Gear series.
  • The Devastator is from Remnant: From The Ashes.
  • Kalina Ann is from the Devil May Cry series. Its mechanics in this game are based on its appearance in Devil May Cry 5.
  • The Knives are from JoJo's Bizarre Adventure: Stardust Crusaders.
  • The Invincible Candy is from the Kirby series.
  • Dragoon Boots are from Final Fantasy VI.
  • Overture is from Devil May Cry 5.
  • Tiger Claws are from Kid Icarus: Uprising.
  • Australium Paint is from Team Fortress 2.
  • The Giant's Mask is from The Legend of Zelda: Majora's Mask.
  • The Weird Mushroom is from Super Mario Maker.
  • Leshy's Dagger is from Inscryption.
  • The Life Balloon is from the Donkey Kong Country series.

Assist Summons[]

  • AAP07: BALTEUS is from Armored Core VI: Fires of Rubicon.
  • Ankh is from Kamen Rider OOO.
  • Bugzzy is from the Kirby series.
  • Caesar Zeppeli is from JoJo's Bizarre Adventure: Battle Tendency.
  • Duskull is from the Pokémon series.
  • E-102 Gamma is from the Sonic series.
  • Komainu is from the Spectrobes series.
  • Missile is from Ghost Trick: Phantom Detective.
  • Mothman is from the Shin Megami Tensei series.
  • Planet Meteo is from the Meteos series.
  • Scrafty is from the Pokémon series.
  • Skelly is from Hades.
  • Survivor is from JoJo's Bizarre Adventure: Stone Ocean.
  • Vivi Ornitier is from Final Fantasy IX.
  • Whispy Woods is from the Kirby series.
  • Yamper is from the Pokémon series.
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