Redge
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- Age: 25
- Gender: Male
- Species: Half-Demon
- Weapon: Cauterizer - An ancient demonic weapon, it’s a flaming chainsaw-sword powerful by Hell’s flames.
A half-demon, Redge is the bastard son of Lylyth on one of her many trips to the Human world. After she killed her father, Redge bore a grudge against her, and promised to eventually kill her. Escaping out of Hell with the help of an occulist rockstar named Lain, he learns of Lylyth and her role in the KillGames, and thus seeks to finally end his mother’s life. He’s often rude and stubborn, but secretly cares a lot about his friends, and is willing to do anything to protect them.
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Playstyle
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Redge is a well-rounded, rushdown-oriented fighter. He excels the best at close-range, but has no shortage of moves to help him close the distance. He relies on keeping constant pressure on his foes, punishing their mistakes with some devastating attacks.
- Character Type: Balance
- Difficulty: Easy
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Character Trait
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Feral Flame: When Redge’s health is 25% or lower, he gains a boost in speed and power. This makes him great at making comebacks, though since you're so close to being in Finisher State, you'll also need to be careful to fully take advantage of it.
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Standing Light
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Y
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A quick jab forward.
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YY
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A gut punch.
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YYY
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A straight punch towards the face.
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Forward Light
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↑Y
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A quick kick forward.
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Back Light
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↓Y
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A sweep kick. Must be blocked low.
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Run Light
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dY
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A quick overhead punch.
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Jumping Light
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jY
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A jab forward.
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jYY
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A quick overhead punch.
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jYYY
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A downward slash.
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Standing Medium
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X
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A chainsaw slash forward.
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Forward Medium
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↑X
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A chainsaw swings downward. Must be blocked high.
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Back Medium
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↓X
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An uppercut. Anti-air and launcher.
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Run Medium
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dX
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A headbutt.
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Jumping Medium
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jX
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A downward kick.
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Standing Heavy
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A
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A heavy two-handed swing forward.
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Forward Heavy
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↑A
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A jumping slam downward. Must be blocked high.
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Back Heavy
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↓A
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A sliding kick. Must be blocked low.
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Run Heavy
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dA
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A drop kick.
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Jumping Heavy
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jA
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A downward chainsaw stab.
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Hell Gun
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B
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Redge shoots a blast of fire that travels straight forward along the ground as a projectile. A good tool for applying pressure on the foe.
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Aerial Hell Burst
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jB
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Redge shoots a blast of fire at a downward angle. Once it hits the ground, it travels along it as a projectile.
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Flame Spin
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↑B
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Redge flies forward while spinning his chainsaw, dealing multiple hits before launching the foe. Keep tapping the button to increase the number of hits. Acts the same in the air as it does on the ground.
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Flame Upper
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↓B
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Redge performs a flaming rising uppercut. An invincible reversal launches foes. Acts the same in the air as it does on the ground.
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Hell Breaker
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dB
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Redge jumps into the air before diving down with a downward slash, creating an explosion on impact. While it is noticeable, it can deal heavy damage if it lands, and its initial jump can be used to hop over attacks. Must be blocked high.
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Giga Inferno
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rY
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Redge plunges his sword into the ground, launching forward a massive wave of fire that travels forward. A standard projectile special. Acts the same on the ground as it does in the air, though if used in the air, the dive Redge performs beforehand can be used to combo into the move.
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Demon Turmoil
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rX
|
Redge lunges forward and grabs the enemy. If the attack lands, he stabs the foe with the Cauterizer and slices up their insides before launching the foe away with an explosion. Since it's a grab, it goes through blocks. A great punish tool thanks to its heavy damage. Acts the same on the ground as it does in the air.
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Full Demon
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rA
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Redge activates his Full Demon form, changing into a more unhinged state. While in this state, he gains increased damage and speed. Many of his attacks gain multi-hitting properties, giving him more combo opportunities and allowing him to break shields quicker.
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Raging Riot
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rA (Bloodlust)
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Redge rushes toward the foe with a slash of his blade. He begins performing a combo of slashes as the ground around them turns to hellfire and molten rock. Redge then grabs the foe by the neck, before screaming as he lets out an enormous blast of fire around him. The enemy screams as they are burnt to ash as a result. From the fire and the smoke, Redge emerges, walking away. Instantly kills the foe.
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Half Chop
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- Standing Heavy
- Back Heavy
- Flame Spin
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Slashes the enemy horizontally in half. Leaves the enemy in a helpless state.
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Vertical Chop
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- Forward Heavy
- Jumping Heavy
- Flame Upper
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Slashes the enemy vertically in half.
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Bad Trip
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Trips the foe into the air, causing them to fall and break their neck.
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Head Kick
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Kicks the enemy's head clean off, causing it to go flying. The head can be launched into hazards.
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Burn Up
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- Hell Gun
- Aerial Hell Gun
- Giga Inferno
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Lights the enemy on fire. Leaves the enemy in a helpless state.
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Head Punch
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Punches the enemy's head into their torso.
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Kaboom!
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After shredding the enemy's guts apart, the attack's final explosion blows the enemy to pieces.
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Gut Buster
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Redge stabs the foe with the Cauterizer. As they fall to the ground and are shredded up by the chainsaw, Redge plunges his hand into the back of his foe's neck, pulling out their spine and head. He holds it up for a bit before getting bored of it and tossing it into the chainsaw's blade, slicing it in half.
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Intro Animation
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Redge is seen squatting on the ground looking at his phone. He then glances at the face, before sighing and getting up. He says, "Alright asswad, show me what you got.", before pulling the Cauterizer out of the ground and pointing it forward.
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Taunt
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Redge leans forward and puts up a middle finger and says either, "Fuck off!" or "Up yours, asshole!"
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Respect
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Redge plants the Cauterizer into the ground, leans on it, and gives a thumbs-up and says either, "Pretty good ... I guess." or "Come on, that's all you got?"
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Win Animation
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Redge puts the Cauterizer on his shoulder and smiles, saying "Man, that was fuckin' easy!", before spinning it and doing his pose on the cover of the original KillGames as fire surrounds him.
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Alternate Costumes
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- Alt 1: Default costume.
- Alt 2:
- Alt 3:
- Alt 4:
- Alt 5: Based off of Dante from the Devil May Cry series.
- Alt 6: Based off of Sol Badguy from the Guilty Gear series.
- Alt 7: Based off of Soma Cruz from the Castlevania series.
- Alt 8: Based off of Shadow the Hedgehog from the Sonic the Hedgehog series.
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Storm
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- Age: 24
- Gender: Female
- Species: Cyborg
- Weapon: Plasma Cutters - Twin plasma swords that come out of Storm’s wrists.
A former rookie police officer, Storm had grown up exposed to the violence across Los Desolados, and made it her goal to keep innocent people safe. Her life would change when she was attacked while protecting some civilians, her assailants ripping her limb from limb and leaving her for dead. Found by a man named Neon, and outfitted with robotic limbs, she was given the opportunity to join the Anti-KillGames Association, a group seeking a way to end the KillGames. Seeing no other options, she decides to join, believing that she can use the grand prize to end the KillGames once-and-for-all. She can be confronting and aggressive at times, but she has a strong sense of justice, and hates the idea of killing people even for a noble cause.
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Playstyle
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Storm is an honest all-arounder. A jack-of-all-trades, she’s well-rounded overall, and she has tools for just about any situation. This allows her to quickly switch between various roles, from zoning and poking at the foe to rushing in for a devastating combo.
- Character Type: Balance
- Difficulty: Beginner
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Character Trait
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Stun: When Storm hits an enemy with Spark Cutter, they gain a temporary Stun effect. If Storm lands an attack while the enemy is stunned, the attack gains increased damage and hitstun, giving her a combo opportunity. The Stun effect goes away upon landing an attack, or after a period of time has passed.
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Standing Light
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Y
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A left punch forward.
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YY
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A right punch forward.
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YYY
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A kick forward.
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Forward Light
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↑Y
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A quick poke forward.
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Back Light
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↓Y
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A sweep kick. Must be blocked low.
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Run Light
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dY
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A stab forward.
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Jumping Light
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jY
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A swing forward.
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jYY
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A kick.
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jYYY
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A downward punch.
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Standing Medium
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X
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A slash forward.
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Forward Medium
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↑X
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A downward thrusting stab. Must be blocked high.
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Back Medium
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↓X
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An uppercut. Anti-air and launcher.
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Run Medium
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dX
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A quick spinning slash.
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Jumping Medium
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jX
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A forward kick.
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Standing Heavy
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A
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A charged double slash forward.
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Forward Heavy
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↑A
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A jumping double downward slash. Must be blocked high.
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Back Heavy
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↓A
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A sliding kick. Must be blocked low.
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Run Heavy
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dA
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Lunges forward low to the ground and stabs the ground to create a lightning strike. Must be blocked low.
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Jumping Heavy
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jA
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A downward blade flip.
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Spark Cutter
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B
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Storm launches a blade of energy forward. Inflicts Stun on hit. Hold the button to charge it, increasing its damage. Acts the same in the air as it does on the ground.
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Jet Slash
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↑B
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Storm flies forward before slashing forward with her plasma blades. Acts the same in the air as it does on the ground.
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Boost Slash
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↓B
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Storm jumps and performs a flipping slash. An invincible reversal launches foes. Acts the same in the air as it does on the ground.
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Bolt Circlet
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dB
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Storm leaps forward in an arc, slashing enemies in her way. Can be used to dodge mid and low attacks.
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Spark Excalibur
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rY
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Storm launches a very large and powerful blade of energy forward. Inflicts Stun on hit. Acts the same on the ground as it does in the air.
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Bolt Cyclone
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rX
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Storm charges her blades before rushing forward, spinning and dealing multiple hits before launching the foe away with a powerful blast of energy. Acts the same on the ground as it does in the air. Acts the same on the ground as it does in the air.
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Energy Overload
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rA
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Storm charges herself with a large amount of energy, causing electricity to crackle around her. While in this state, she gains increased damage and speed. All of her attacks act as if the enemy is stunned, allowing her to deal increased damage and utilize the increased hitstun to perform devastating combos.
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Shining Edge
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rA (Bloodlust)
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Storm flies forward, launching the enemy upward with an upward slash. Two wings of energy appear on her back as she flies into the air. She forms her two wrist blades into one massive blade of energy, before diving toward and straight through her enemy. Landing on the ground as the enemy is floating in the air, she apologizes, before an explosion of electricity blows the enemy to pieces. Instantly kills the foe.
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Decapitation
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Slashes the enemy's head off.
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Vertical Chop
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- Forward Heavy
- Run Heavy
- Jumping Heavy
- Boost Slash
- Bolt Circle
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Slashes the enemy vertically in half.
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Half Chop
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Slashes the enemy horizontally in half. Leaves the enemy in a helpless state.
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Electrocute
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- Back Heavy
- Spark Cutter
- Charged Spark Cutter
- Aerial Spark Cutter
- Spark Excalibur
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Fries the enemy with electricity, causing their skin to melt. Leaves the enemy in a helpless state.
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Hurricane Chop
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|
Slashes the enemy multiple pieces before she knocks them all away.
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Scissor Split
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Storm stabs the enemy in the chest and abdomen, holding them up into the air before swinging her blades down, cutting the foe in half.
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Intro Animation
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Storm activates her Plasma Cutters and charges them by scraping them together, saying "Don't think for a second I'm going to be going easy on you."
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Taunt
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Points her left Plasma Cutter at the enemy and says either "Don't stand in my way." or "You're going down."
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Respect
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?
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Win Animation
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Storm sighs and deactivates her Plasma Cutters, before looking down at her dead foe, saying "I do what I have to so I can protect the people of this city."
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Alternate Costumes
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?
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Break
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- Age: 36
- Gender: Male
- Species: Human
- Weapon: Bea - A spiked baseball bat. It's named after his wife.
Once your normal everyday guy, Break was living a pretty normal life with his wife Beatrice and his daughter Sylvia. Unfortunately, they would be taken away from him when they were killed by a band of rampaging mutants. Vowing to take revenge, he’s made it his mission to kill every last mutant, spending years as a bounty hunter and killing as many as he could find. Learning that Maligna, the biggest producer of mutagens, is participating in the KillGames, he returns back to his home city to track her down and kill her. He’s a no-nonsense and serious person with a deep hatred for mutants, killing them no matter who the original person was.
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Playstyle
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Break is a versatile offensive bruiser. With meaty normals, he plays a rushdown with a focus on punishing his foes and controlling the neutral. His biggest weakness is his lack of projectiles, which can leave him vulnerable against more ranged-focused characters.
- Character Type: Balance
- Difficulty: Easy
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Character Trait
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Wind-Up: Break, while charging a Heavy Attack, can move slowly and perform a quick dash. This gives him the opportunity to dodge a potential hit, and follow-up with a powerful blow.
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Standing Light
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Y
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Punches forward.
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YY
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A hook.
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YYY
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Steps forward and punches the foe in the face.
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Forward Light
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↑Y
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A quick punch forward.
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Back Light
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↓Y
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A trip kick. Must be blocked low.
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Run Light
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dY
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A downward punch.
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Jumping Light
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jY
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A punch.
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jYY
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A hook.
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jYYY
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A double fist slam.
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Standing Medium
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X
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Swings his bat in front of him.
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Forward Medium
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↑X
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Swings his bat downward. Must be blocked high.
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Back Medium
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↓X
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An uppercut. Anti-air and launcher.
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Run Medium
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dX
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Holds his bat sideways and thrusts it forward
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Jumping Medium
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jX
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Swings his bat in front of him.
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Standing Heavy
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A
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Winds-up before swinging his bat forward.
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Forward Heavy
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↑A
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Winds-up before jumping and swinging his bat downward. Must be blocked high.
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Back Heavy
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↓A
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Winds-up before swinging his bat low to the ground. Must be blocked low.
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Run Heavy
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dA
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A spinning bat attack.
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Jumping Heavy
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jA
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Swings his bat downwards.
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Quake Blow
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B
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Break slams his bat into the ground, creating an earthquake in front of him. Launches grounded foes into the air.
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Aerial Quake Blow
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jB
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Break falls to the ground and slams his bat downward, creating a larger earthquake around him.
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Shoulder Bash
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↑B
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Break charges forward with a shoulder bash. Possesses super armor. Acts the same on the ground as it does in the air.
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Home-Run
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↓B
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Break takes a defensive stance. If he is hit by an attack during this, he'll grab the foe and slam them into the ground. A great counterattack.
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Strikeout
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j↓B
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Break leaps upward before slamming his bat to the ground. Aims for where the enemy is currently.
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Shutdown
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dA
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Break grabs the foe, kicking them to the ground and slamming their head down with his bat.
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Stone-Cold Slugger
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rY
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Break stomps the ground, causing a large chunk of rock to pop out of the ground. As it falls back to the ground, Break swings it like a baseball, sending it flying forward as a powerful projectile. While charging, you are completely invincible.
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Stone-Cold Smasher
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jrY
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Break flies toward the ground, slamming his bat down on impact. Upon doing so, the ground shatters in front of him, creating blasts of molten rock out in front of him. A mid-range attack that works as a good anti-air.
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Grand Slam
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rX
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Break rushes toward the enemy, performing multiple swings with his bat before launching the foe away with a heavy swing. Acts the same on the ground as it does in the air.
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Pissed Off
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rA
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Break gets serious, his eyes glowing red through his sunglasses. During this, he gains increased damage and speed. His heavy attacks all charge automatically, being at full power when the input is pressed immediately.
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Rider of Justice
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rA (Bloodlust)
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Break punches the foe in the face, dazing them, before walking off-screen. The enemy regains their composure, before looking behind them as they see Break riding into the arena on his motorcycle. He then proceeds to drive by them multiple times, hitting them with his bat each time. Break then drives towards them, before jumping off his motorcycle, grabbing it by the handlebars, and swinging it at the foe multiple times. Then, he jumps into the air, and tosses the motorcycle on the downed foe, its wheel grinding on the foe before it explodes, killing the foe. Instantly kills the foe.
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Heads Off
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- Standing Heavy
- Run Heavy
- Grand Slam
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Swings the enemy's head off, launching it away. The head can be launched into hazards.
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Head Drive
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- Forward Heavy
- Jumping Heavy
- Strikeout
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Pounds the enemy's head into their torso.
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Bone Breaker
|
|
Breaks the enemy's legs. Leaves the enemy in a helpless state.
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Skull Crusher
|
|
Throws the enemy to the ground, crushing the enemy's skull upon impact with the ground.
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Shut Up
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|
Crushes the enemy's head.
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Jaw Breaker
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|
Hits the enemy in the head so hard their bottom jaw breaks, leaving the jawbone dangling from their head. Leaves the enemy in a vulnerable state.
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Rock Rubble
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|
The enemy is crushed under the rock, leaving behind a bloodstain, organs, the enemy's flattened body.
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Burn Up
|
|
Lights the enemy on fire. Leaves the enemy in a helpless state.
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Making Examples
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|
Breaks swings his bat at the enemy's legs, knocking them to the ground. He walks up to them, before gouging their eyes out. He then squeezes the head so hard that he crushes it, as the enemy falls to the ground.
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Intro Animation
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Break gets off of his motorcycle and walks forward, cracking his knuckles and tilting his neck. As he does this, he says, "Yo ass is goin' down." before pulling out his bat.
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Taunt
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Break pulls out a cigarette and a lighter and takes a quite smoke. He then says, "I ain't got time for this shit." before flicking the cigarette forward. The cigarette acts as a projectile, and can damage enemies.
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Respect
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Break takes off his glasses and wipes them. Instead of revealing his eyes however, another pair of glasses are seen in the same position. He then looks at the screen and says, "Huh?" before putting the glasses back on.
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Win Animation
|
?
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Alternate Costumes
|
?
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Yuki
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- Age: 18
- Gender: Female
- Species: Half-Demon (artificial)
- Weapon: Frostbite - Six thin icy swords that Yuki commands to attack foes.
Orphaned as a young child, Yuki was taken in by a mysterious group who promised to give her a new home. Turns out that this was actually a front for Project Yokai, a program by Umbringen Labs, in order to create KillGames contestants by forcibly turning humans into half-demons. She was given the powers of a demon known as Yuki-Onna, granting her ice powers. After being forced to kill each and every other member of Project Yokai, she was chosen to participate in the KillGames. Because of her trauma, she closes off her emotions from others. She hates killing, only doing so because she feels it's her only purpose in life.
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Playstyle
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Yuki is a versatile mid-ranged character. She excels at controlling the neutral with her projectiles, and once the enemy is right where she needs them, she can perform some devastating combos. Her biggest weaknesses are her lack of mobility options, and getting the enemy into a state where she can safely go on the offensive requires set-up first.
- Character Type: Balance
- Difficulty: Easy
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Character Trait
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Frost Attacks: Yuki can increase the power of her Standing, Forward and Dash specials by holding back before performing the attack, and can increase the power of her Back special by holding forward before performing the attack. Her Standing, Back, and Dash Specials, when charged, gain a Freeze effect, which stuns enemies completely for a short time, though they can break out by mashing the controls.
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Standing Light
|
Y
|
Slashes forward with her left claw.
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YY
|
Slashes forward with her right claw.
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YYY
|
Swings her hair in front of her.
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Forward Light
|
↑Y
|
A kick forward.
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Back Light
|
↓Y
|
A low slash. Must be blocked low.
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Run Light
|
dY
|
A sliding shove.
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Jumping Light
|
jY
|
A slash with her left claw.
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jYY
|
A slash with her right claw.
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jYYY
|
A downward kick.
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Standing Medium
|
X
|
Slashes forward with her ice blades.
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Forward Medium
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↑X
|
Swings her ice blades downward. Must be blocked high.
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Back Medium
|
↓X
|
Swings her ice blades upward. Anti-air and launcher.
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Run Medium
|
dX
|
Performs a floating dropkick.
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Jumping Medium
|
jX
|
Kicks forward.
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Standing Heavy
|
A
|
Forms her ice blades into one large blade which she swings forward.
|
Forward Heavy
|
↑A
|
Flips forward while swinging her ice blades down. Must be blocked high.
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Back Heavy
|
↓A
|
Spins her ice blades low to the ground. Must be blocked low.
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Run Heavy
|
dA
|
Spins her ice blades around her.
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Jumping Heavy
|
jA
|
Spins her ice blades around her.
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Ice Blade
|
B
|
Yuki launches one of her ice blades as a projectile. When Frosted, it gains a freeze effect and flies faster. Acts the same on the ground as it does in the air.
|
Frost Cutter
|
↑B
|
Leaps upward and performs a flip, swinging her ice blades behind her. A good reversal. When Frosted, it travels a slightly more forward, deals more damage, and ends with a forward kick.
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Icicle Dive
|
j↑B
|
Yuki forms her legs into a large icicles as she dives downward at an angle. Deals multiple hits.
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Ice Crystal
|
↓B
|
Yuki launches a ball of ice that flies in a small arc, and when it hits the ground, erupts into a cluster of ice crystals. Enemies that come into contact with them take damage, and when they come into contact with one of your attacks, they explode, damaging anyone nearby, and detonating other nearby Ice Crystals. When Frosted, they gain a freeze effect and a larger explosion size. Acts the same in the air as it does on the ground.
|
Frost Spike
|
dB
|
Yuki lunges forward, before thrusting her hand forward, creating an icicle and causing it to explode shortly after. A good combo ender. When Frosted, it travels a farther distance and gains a frost effect, allowing it to be used as a combo starter.
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Blizzard
|
rY
|
Yuki summons two ice orbs from her hands, before launching a barrage of icicles from them. Best used up-close, as the icicles spread out as they fly. Acts the same on the ground as it does in the air.
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Avalanche
|
rX
|
Leaps into the air before creating a massive chunk of ice under her. She then drops it down to the ground, crushing anyone under her before the ice chunk explodes on impact. A good anti-air. Acts the same on the ground as it does in the air.
|
Yuki-onna
|
rA
|
Yuki loses control of her demonic instincts, fully transforming into Yuki-Onna. While in this state, she gains increased damage and speed. All of her attacks gain the ability to freeze and her specials all act as if they were Frosted, giving her amazing combo potential.
|
Ice Queen's Wrath
|
rA (Bloodlust)
|
Yuki-Onna goes berserk, rushing toward the foe at high speeds. She unleashes a flurry of attacks with her claws, ripping the foe to shreds. She's about to perform the final blow, but hesitates at the last second. Suddenly Yuki gains control again, and seeing her enemy mutilated, closes her eyes, and puts them out of their misery and thrusting an icicle through their brain. She drops the foe, ridden by guilt, and simply apologizes to them for losing control. Instantly kills the foe.
|
Ice Break
|
Any attack when the enemy is frozen
|
Yuki breaks the frozen enemy, causing them to shatter to pieces.
|
Half Chop
|
|
Slashes the enemy horizontally in half. Leaves the enemy in a helpless state.
|
Vertical Chop
|
- Forward Heavy
- Frost Cutter
|
Slashes the enemy vertically in half.
|
Shredder
|
- Back Heavy
- Run Heavy
- Aerial Heavy
|
Slashes the enemy's stomach, causing their guts to fall out. Leaves the enemy in a helpless state.
|
Icicle Impale
|
- Ice Blade
- Aerial Ice Blade
|
Stabs the enemy with an icicle. Leaves the enemy in a helpless state.
|
Multi Impale
|
- Ice Crystal
- Blizzard
- Aerial Blizzard
|
Multiple tiny icicles or ice swords stab into the enemy. Leaves the enemy in a helpless state.
|
Icicle Stab
|
|
Stabs a large hole into the enemy's chest. Leaves the enemy in a helpless state.
|
Ice Crush
|
- Any heavies or specials while the enemy is frozen.
|
The enemy, frozen, shatters to pieces when the ice is crushed.
|
Crush
|
|
Crushes the enemy under a giant block of ice, leaving behind a squished body covered in blood.
|
Ice Bed
|
|
Yuki creates a bed of icicles behind the foe as she tosses the foe into it, impaling them. As they scream out in pain, Yuki creates a slab of ice above them, before dropping it down to crush them.
|
Intro Animation
|
Yuki floats toward the enemy, saying "I wish it didn't have to be this way." Behind, a trail of snow and ice appears behind her, eventually forming into her six ice blades. Once they do so, she looks at the camera, and says, "But I don't have any other choice but to fight you."
|
Taunt
|
?
|
Respect
|
Yuki floats to the ground and gets on her knees, using her powers to creates a small snowman. She stares at it for a bit, before the wind blows it away, causing Yuki to look sad and say "Oh..." before getting back up.
|
Win Animation
|
?
|
Alternate Costumes
|
?
|
|
Neon
|
- Age: 22
- Gender: Male
- Species: Human
- Weapon: Plasma Wires - Plasma wires that come out of Neon’s fingertips, which he can swing like whips and use to control A.R.M.A. She herself is equipped with a plasma spear.
A member of the Anti-KillGames Association, Neon is a renowned robotics scientist, having constructed much of the AKA’s technology. He joined in order to avenge his childhood friend Ein, who was killed after joining the KillGames in order to gain the money she needed to pay for her father's surgery. After saving Storm, the two become partners, and he joins him in her risky mission to win the KillGames. He is calm and calculated, always planning ahead, although he is generally a loner and generally doesn’t do well in social situations.
|
Playstyle
|
Neon serves the role as the game’s puppet character. Fighting alongside his combat android, A.R.M.A., the two can be controlled independently from each other, allowing them to create deadly tandem combos. He is one of the game’s toughest characters to play effectively, rewarding players who can master their unorthodox playstyle.
- Character Type: Tricky
- Difficulty: Master
|
Character Trait
|
A.R.M.A.: Neon's combat robot, A.R.M.A. can be deployed by performing Neon's Standing Special. In this state, she will stay in place, and pressing any of the attack buttons will have her attack in tandem with Neon. Certain specials will also change properties depending on if she is deployed or not. However, she has an A.R.M.A. Meter that goes down when she is hit in her Deployed state, or performs an attack. If it runs out, she can't be summoned until it refills, leaving Neon vulnerable. The A.R.M.A. Meter will go back up overtime.
|
Standing Light
|
Y
|
Pokes forward, creating a small burst of energy.
|
YY
|
Pokes forward with the opposite hand.
|
YYY
|
Points both hands forward, creating a larger blast of energy.
|
Forward Light
|
↑Y
|
Thrusts his palm forward, creating a blast of energy.
|
Back Light
|
↓Y
|
A sweep kick. Must be blocked low.
|
Run Light
|
dY
|
Thrusts his palm forward while stopping, creating a blast of energy.
|
Jumping Light
|
jY
|
Points downward, creating a blast of energy.
|
jYY
|
Points downward with the opposite hand.
|
jYYY
|
Points both hands downward, creating a blast of energy.
|
Standing Medium
|
X
|
Swings an energy wire in front of him.
|
Forward Medium
|
↑X
|
Swings an energy wire downward. Must be blocked high.
|
Back Medium
|
↓X
|
Swings an energy wire from low to high. Anti-air and launcher.
|
Run Medium
|
dX
|
Stops and swings an energy wire in front of him.
|
Jumping Medium
|
jX
|
Swings an energy wire downward in arc.
|
Standing Heavy
|
A
|
Swings multiple energy wires in front of him.
|
Forward Heavy
|
↑A
|
Swings multiple energy wires downward. Must be blocked high.
|
Back Heavy
|
↓A
|
Swings multiple energy wires upward. Must be blocked low.
|
Run Heavy
|
dA
|
Spins forward while swinging multiple energy wires.
|
Jumping Heavy
|
jA
|
Holds his hand downward while spinning energy wires below him.
|
A.R.M.A. Engage
|
B
|
Neon launches A.R.M.A. forward as a projectile, with her going into a deployed state upon reaching full distance. Acts the same in the air as it does on the ground.
|
A.R.M.A. Disengage
|
B when Deployed
|
A.R.M.A. teleports away. Use it when the A.R.M.A. Gauge is getting low. Acts the same in the air as it does on the ground.
|
A.R.M.A. Attacks
|
Y when Deployed
|
A.R.M.A. performs a lunging stab.
|
X when Deployed
|
A.R.M.A. moves forward while spinning her spear, dealing multiple hits. Nullifies projectiles.
|
A when Deployed
|
A.R.M.A. jumps forward and performs a heavy swing downward with her spears. An anti-air.
|
Energy Lance
|
↑B
|
Neon summons A.R.M.A., who stabs the ground, creating a wave of energy spikes. Since A.R.M.A. performs the move, it starts wherever she is positioned when you perform the move while she's deployed. Acts the same in the air as it does on the ground.
|
Technic Spear
|
↓B
|
A.R.M.A. teleports in front of Neon, jumping out and performs a jumping uppercut. A.R.M.A. is armored during the attack, allowing you to use it to counter oncoming strikes. A great for quickly bringing out A.R.M.A. while keeping her close to you, and also bringing her to you if she's a far distance away. Acts the same on the ground as it does in the air.
|
Plasma Palm
|
dB
|
A.R.M.A. appears and lunges forward and grabs the foe before she activates her spears, spinning them before launching the foe away with a burst of energy. If A.R.M.A. is currently deployed, she'll launch the foe towards Neon, allowing you to create combos.
|
A.R.M.A. Rush
|
rY
|
A.R.M.A.'s pulls out twin spears, rushing towards the foe to perform a series of attacks, ending with a final slash. During this combo, Neon can act independently, allowing you to add on more damage. Acts the same on the ground as it does in the air.
|
Technic Barrier
|
rX
|
A.R.M.A. teleports in front of Neon, sending forward a slow-moving barrier that follows the enemy. This barrier not only deals damage, but reflects all projectiles while it is up. If A.R.M.A. is currently deployed, you can use this attack to quickly return her to you. It also replenishes all of your A.R.M.A. Meter. Acts the same on the ground as it does in the air.
|
Transcending Bond
|
rA
|
A mysterious energy envelops A.R.M.A., allowing her and Neon to be fully in sync. During this, Neon gains increased damage and speed. The A.R.M.A. Gauge becomes unlimited during this period, and A.R.M.A. herself will attack much faster, allowing her and Neon to perform combos that can't do normally.
|
Strings of Fate
|
rA (Bloodlust)
|
Neon holds his hand out and closes his eyes. If an enemy hits him, time suddenly stops, as Neon uses his energy wires to tie the enemy up and hold them in air. He explains to them their flawed combat styles and tactics, before pulling back on the strings and slicing the foe to pieces. Instantly kills the foe.
|
Horizontal Wire Cut
|
- Standing Heavy
- Run Heavy
- Jumping Heavy
|
Slices the enemy horizontally into pieces with his plasma wires.
|
Vertical Wire Cut
|
|
Slices the enemy vertically into pieces with his plasma wires.
|
Impale
|
- A.R.M.A. Engage
- Light A.R.M.A. Attack
|
A.R.M.A. stabs the enemy with her spear. She holds the spear in the air as the enemy slides down it.
|
Shredder
|
|
Shreds the enemy up with a spinning spear.
|
Vertical Chop
|
- Heavy A.R.M.A. Attack
- Technic Spear
|
Slashes the enemy vertically in half.
|
Electrocute
|
- Energy Lance
- Technic Barrier
|
Fries the enemy with electricity, causing their skin to melt. Leaves the enemy in a helpless state.
|
Electro Burst
|
|
Blows the enemy up with a powerful blast of energy.
|
Technic Spike
|
|
Neon swings his Energy Wires, slicing up the foe's arms and head. He then kicks the body, causing the head to bounce into the air. A.R.M.A. then rushes in, turns around, and stabs the enemy's head through the mouth with the back of her spear, killing them.
|
Intro Animation
|
?
|
Taunt
|
Neon creates multiple screens and a keyboard of energy in front of him. He briefly browses a file of his opponent, saying, "Huh. Interesting." before quickly closing the screen.
|
Respect
|
Strikes a cool pose. If A.R.M.A. isn't deployed, she'll briefly appear and pose alongside him.
|
Win Animation
|
?
|
Alternate Costumes
|
?
|
|
Lain
|
- Age: 24
- Gender: Female
- Species: Human
- Weapon: Azazel - Her electric guitar, which she uses as a way to conduit her bandmates’ demonic powers. She can also charge it with demonic energy to turn it into a battleaxe.
Lain is the lead guitarist of a popular metal band in Los Desolados, Luciferality. She also happens to be an occultist, having made contracts with several Hell lords (who also just so happen to be her bandmates). After saving Redge and letting him live in her apartment for a few years, she joins the KillGames alongside him to help him beat Lylyth, while also using the tournament to promote her band. She is carefree, snarky and fun-loving, and has a love for music and an immense fascination towards demons and the Demon Realm.
|
Playstyle
|
Lain is a mid-ranged pressure-focused zoner character. With the ability to cast a wide variety of spells thanks to her Soul Charges, she controls the entire battlefield and creates situations where she can absolutely decimate the foe with a combo or a powerful spell. However, she can be a bit lacking in close-range, and her spells take time to charge before they can get to full power.
- Character Type: Zoner
- Difficulty: Hard
|
Character Trait
|
Soul Charges: Lain can use her Back Special to gain up to three Soul Charges. Lain can then spend these Soul Charges to change the properties of all her specials.
|
Standing Light
|
Y
|
A left punch.
|
YY
|
A gut punch.
|
YYY
|
A bite from Mephisto.
|
Forward Light
|
↑Y
|
Thrusts her guitar forward.
|
Back Light
|
↓Y
|
A sweep kick. Must be blocked low.
|
Run Light
|
dY
|
A flip kick.
|
Jumping Light
|
jY
|
A punch.
|
jYY
|
A flutter kick.
|
jYYY
|
An elbow drop.
|
Standing Medium
|
X
|
Swings her guitar forward.
|
Forward Medium
|
↑X
|
Swings her guitar downward. Must be blocked high.
|
Back Medium
|
↓X
|
An uppercut. Anti-air and launcher.
|
Run Medium
|
dX
|
Dashes forward while spinning her hat's blades.
|
Jumping Medium
|
jX
|
Swings her guitar downward.
|
Standing Heavy
|
A
|
Mephisto creates a powerful blast of demon energy in front of her.
|
Forward Heavy
|
↑A
|
Jumps and swings her guitar downward. Must be blocked high.
|
Back Heavy
|
↓A
|
Slides forward as Kali appears below her and creates a demon sawblade. Must be blocked low.
|
Run Heavy
|
dA
|
Slides on the ground and shreds her guitar, creating a blast of demonic energy.
|
Jumping Heavy
|
jA
|
Spins vertically to slash enemies multiple times.
|
Flame of Asmodeus
|
B
|
Mephisto spits out a fireball. A basic projectile. Acts the same on the air as it does on the ground.
|
Cutters of Lerajie
|
B (1 Soul)
|
Mephisto spits out three bladed discs, which fly toward the enemy after a short time. They're weak, but are guaranteed to hit. Acts the same on the ground as it does in the air.
|
Inferno of Decarabia
|
B (2 Souls)
|
Mephisto launch three spiraling forwards. A more powerful projectile that overpowers other projectiles. They're weak, but are guaranteed to hit. Acts the same on the ground as it does in the air.
|
Beam of Stolas
|
B (3 Souls)
|
Mephisto spews out a beam of energy from his mouth. Great for catching enemies off guard due to how fast it is. Acts the same on the ground as it does in the air.
|
Blades of Berith
|
↑B
|
Lain swings her guitar low to the ground, creating a wave of energy blades that travel across the ground. Must be blocked low.
|
Aerial Blades of Berith
|
j↑B
|
Lain swings her guitar downward, launching a blade that travels at a downward angle. Acts like its grounded version when it hits the ground.
|
Orb of Astaroth
|
↑B (1 Soul)
|
Lain creates an orb of demonic energy in front of her, which acts as an exploding trap. If used in the air, it slowly floats to the ground.
|
Blades of Berith
|
↑B (2 Souls)
|
Lain creates a pillar of dark electricity around her. A good anti-air. Acts the same on the ground as it does in the air.
|
Blades of Berith
|
↑B (3 Souls)
|
Lain creates a portral above the enemy, which rains down meteors for a short time. Great for extending combos. Acts the same on the ground as it does in the air.
|
Soul Charge
|
↓B
|
Lain plays her guitar, as she charges with Demonic energy. This creates a small blast around her that damages enemies. Each time she uses this attack, she gains a Soul Charge. Acts the same on the ground as it does in the air.
|
Vortex of Belial
|
↓B
|
Lain creates an orb of darkness in front of her, which pulls in enemies and deals multiple hits before exploding.
|
Cleave of Furfur
|
dB
|
Lain leaps backwards as Kali appears in her place and slashes in front of her.
|
Dive of Malphas
|
dB (1 Soul)
|
Kali appears above Lain, performing a diving slash. Then she jumps back into the air.
|
Hold of Gremory
|
dB (2 Souls)
|
Kali appears under the foe and grabs them, holding them in place for Lain to attack.
|
Wheel of Buer
|
dB (3 Souls)
|
Kali appears, slashing wildly around her as she slowly moves forward. Great for creating and extending combo situations.
|
Baphomet's Rage
|
rY
|
Baphomet's arm pops out of a portal and punches in front of Lane, dealing heavy damage. Acts the same on the ground as it does in the air.
|
rY (1 Soul)
|
Baphomet's leg pops out of a portal above the enemy, stomping on them. A great attack for catching the foe off-guard. Acts the same on the ground as it does in the air.
|
rY (2 Souls)
|
Baphomet's arm pops out of a portal in the ground and grabs the foe, slamming them around before tossing them to the ground. A good anti-air. Acts the same on the ground as it does in the air.
|
rY (3 Souls)
|
Baphomet's upper half pops out of a portal and shoots a massive beam of energy out of his mouth. Acts the same on the ground as it does in the air.
|
Legion of Beelzebub
|
rX
|
Lain, Mephisto, Kali and Baphomet (the latter three in their human forms), summon out their instruments, and play a song as they summon out portal under them, creating a pillar of demonic energy as demons fly out and attack any nearby enemies. Great at catching out airborne foes. Increases in power the more Soul Charges you have. Acts the same on the ground as it does in the air.
|
Devil's Contract
|
rA
|
Lain charges herself with demonic energy, her scars glowing and causing her limbs to go into a more demonic form. During this, Lain gains increased damage and speed. Lain gets infinite Soul Charges, allowing her to use the most powerful forms of her specials as many times as she wants.
|
?
|
rA (Bloodlust)
|
?
|
Kaboom!
|
- Standing Heavy
- Run Heavy
- Orb of Astaroth
- Vortex of Belial
|
Blows the enemy up with an explosion.
|
Vertical Chop
|
- Forward Heavy
- Jumping Heavy
- Blade of Berith
- Aerial Blade of Berith
- Dive of Malphas
|
Slashes the enemy vertically in half.
|
Disembowel
|
- Back Heavy
- Cutters of Lerajie
- Wheel of Buer
|
Slices the enemy's insides up. Leaves the enemy in a helpless state.
|
Burn Up
|
- Flame of Asmodeus
- Aerial Flame of Asmodeus
- Inferno of Decarabia
- Meteors of Bael
|
Lights the enemy on fire. Leaves the enemy in a helpless state.
|
Electrocute
|
|
Fries the enemy with electricity, causing their skin to melt. Leaves the enemy in a helpless state.
|
Throat Slit
|
|
Slashes the enemy's neck, causing blood to gush out. Leaves the enemy in a helpless state.
|
Light of Death
|
- Beam of Stolas
- Baphomet's Rage (Lv. 4)
|
Obliterates the enemy with a massive beam of energy.
|
Big Punch
|
|
Baphomet punches the enemy so hard they fly in the opposite direction and explode on impact. Their can be launched into hazards.
|
Big Crush
|
|
Baphomet crushes the foe under his foot.
|
Big Squeeze
|
|
Baphomet squeezes the foe so hard their eyes explode and their guts shot out of their head.
|
Demon Swarm
|
|
The demons grab the foe and begin eating them and tearing them apart, eventually dropping their mangled body.
|
Skin Crawling
|
|
Lane and Kali each grab opposite ends of the enemy's neck. The two then pull at their skin before flaying the enemy alive. As the enemy screams in pain, Lane kicks the foe away, launching them into Baphomet's hand who crushes them.
|
Intro Animation
|
Lain walks toward the camera with her bandmates in their human forms, her guitar on her shoulder. She tilts her head up, saying "Alright guys!". as her bandmates turn into their demon forms. Kali and Baphomet disappear into portals, while Mephisto enters Lain's hat. She strums her guitar as it transforms into an axe. saying "Time for us to fuck shit up!"
|
Taunt
|
?
|
Respect
|
Plays a quick solo on her guitar.
|
Win Animation
|
?
|
Alternate Costumes
|
?
|
|
Misery
|
- Age: 28
- Gender: Female
- Species: Human
- Weapon: Muramasa - An evil katana possessed by a powerful demon. Misery also carries around a kodachi.
An enigmatic assassin, Misery is a master ninja descending from the Crimsonstain Clan. Heir to the demonic sword, Muramasa, she is forced to serve its will and seek out sacrifices for it to feed on. Ashamed by countless murders she has done, she joins the KillGames, she believes that winning the grand prize is her only chance to get back her freedom. Despite her initially cold and calculated fighting style, she hates killing others, only doing so out of necessity. She possesses a code of honor and only chooses to kill those who can challenge her or have done horrible things.
|
Playstyle
|
Misery is the definition of a rushdown character. With the highest speed of any character in the game, she can dart around the stage and overwhelm the foe with her combos and mix-ups. However, she has incredibly low health, meaning if she is caught out, she’ll be taking a lot of damage.
- Character Type: Rushdown
- Difficulty: Medium
|
Character Trait
|
Smoke Dash: Misery creates a cloud of smoke every time she starts a run, performs a dodge roll or air dashes, briefly rendering her invincible. This is a useful tool for both dodging out of the way of attacks, and also creating deadly cross-up situations.
|
Standing Light
|
Y
|
A jab.
|
YY
|
A chop.
|
YYY
|
A flurry of kicks ending with a sweep.
|
Forward Light
|
↑Y
|
A quick kodachi slash.
|
Back Light
|
↓Y
|
A sweep kick. Must be blocked low.
|
Run Light
|
dY
|
A quick low-to-the-ground kodachi slash. Must be blocked low.
|
Jumping Light
|
jY
|
A jab.
|
jYY
|
A knee strike.
|
jYYY
|
A downward palm thrust.
|
Standing Medium
|
X
|
Slashes forward with her kodachi.
|
Forward Medium
|
↑X
|
A high-to-low kodachi slash. Must be blocked high.
|
Back Medium
|
↓X
|
Slashes with her kodachi upward. Anti-air and launcher.
|
Run Medium
|
dX
|
A rushing knee strike.
|
Jumping Medium
|
jX
|
A stomp. Bounces you back into the air if it hits.
|
Standing Heavy
|
A
|
A powerful slash forward with Muramasa.
|
Forward Heavy
|
↑A
|
Lunges forward and swings Muramasa downward. Must be blocked high.
|
Back Heavy
|
↓A
|
A sweep kick. Must be blocked low.
|
Run Heavy
|
dA
|
A slash forward with Muramasa.
|
Jumping Heavy
|
jA
|
A spinning slash.
|
Shadow Strike
|
B
|
Misery launches a dark shadow copy of herself forward. It's immune to projectiles, but if hit by an attack, it disappears, with Misery taking some damage as well. Upon contact with an enemy, it slashes them.
|
Shuriken Toss
|
jB
|
Misery tosses a shuriken at a downward angle. Keep tapping the button to launch more shurikens.
|
Rush Slash
|
↑B
|
Misery rushes forward at high speed while slashing enemies in her way. Launches foes into the air. Acts the same in the air as it does on the ground.
|
Rising Blade
|
↓B
|
Misery performs a rising uppercut with Muramasa. A good but risky reversal. Deals multiple hits.
|
Diving Slash
|
j↓B
|
Misery performs Rush Slash but at a downward angle.
|
Skybound Drop
|
dB
|
Misery leaps forward, grabbing the foe. If the attack lands, she'll jump high into the air with them before dropping them down to the ground.
|
Demon Cleaver
|
rY
|
Muramasa grows to incredible size as Misery rushes forward at high speed. If the attack lands, the enemy is stunned as a large glowing red line appears across their body, before Misery sheathes Muramasa and the enemy explodes. Acts the same on the ground as it does in the air.
|
Shadow Barrage
|
rX
|
Misery leaps forward, grabbing the foe before tossing them to the into the air. Multiple shadow copies slashes the enemy, before Misery jumps up, charging Muramasa with demon energy, before tossing him and the enemy down to the ground. Muramasa stays pierced in the enemy's back, as Misery lands on the sword and taunts the enemy, before kicking the blade off. Acts the same on the ground as it does in the air.
|
Demonic Blood
|
rA
|
Muramasa takes control of Misery, causing her eyes to glow bright red. While in this state, she gains increased damage and speed. Dark afterimages will follow behind Misery whenever she goes. When performing an attack, these afterimages will perform an attack, and utilizing this, she can basically perform any sort of combo she desires.
|
Darkness Onslaught
|
rA (Bloodlust)
|
Misery launches the foe into the air with a powerful upward swing. Flying towards them at high speed, the screen turns white as she unleashes a barrage of rushing slashes on the foe, with each slash creating a spray of blood, resembling a paint stroke. Finally, her blade glows red, and she performs one final slash, cutting straight through her foe, cutting them into tiny pieces. Instantly kills the foe.
|
Half Chop
|
- Standing Heavy
- Run Heavy
- Shadow Strike
- Rush Slash
- Dive Slash
|
Slashes the enemy horizontally in half. Leaves the enemy in a helpless state.
|
Vertical Chop
|
- Forward Heavy
- Jumping Heavy
- Rising Blade
|
Slashes the enemy vertically in half.
|
Bad Trip
|
|
Trips the foe into the air, causing them to fall and break their neck.
|
Skull Crusher
|
|
Throws the enemy to the ground, crushing the enemy's skull upon impact with the ground.
|
Demon Chop
|
|
The top half of the enemy explodes as a result of the demonic energy from the slash.
|
Shadow Bisection
|
|
Slashes the enemy to pieces, leaving only the enemy's torso and head as Misery stabs it to the ground.
|
Silent Snap
|
|
Misery jumps on top of the foe, stabbing her kodachi through it. As the enemy screams in pain, she twists their head around, breaking their neck and causing them to fall over, coughing blood.
|
Intro Animation
|
Appears standing on top of a building, obscured in shadow, before diving down to the ground. She stands up, saying, "Commencing assassination."
|
Taunt
|
?
|
Respect
|
?
|
Win Animation
|
?
|
Alternate Costumes
|
- Alt 1: Default costume.
- Alt 2:
- Alt 3:
- Alt 4:
- Alt 5: Based off of Taki from the Soulcalibur series.
- Alt 6: Based off of Strider Hiryu from the Strider series.
- Alt 7: Based off of Raiden's design from Metal Gear Rising: Revengeance.
- Alt 8: Based off of Yoruichi Shihōin from Bleach.
|
|
Colt
|
- Age: 26
- Gender: Male
- Species: Human
- Weapon: Vagrant Wolf & Dervish Python - Twin custom-made handguns. He also carries around shotgun rounds for close-ranged combat, as well as grenades.
An incredibly skilled gunslinger, Colt is a notorious hired assassin and a member of Moria Corp., a megacorporation and mafia with influence and power across Los Desolados. A skilled gunslinger, he’s been responsible for the murder of countless political rivals and traitors to the group. With the 25th KillGames coming up, he’s been called up by his boss, Don Antello, to join the KillGames, being promised incredible wealth and status in the group if he brings him the wish. Colt is sly and cunning, always planning ahead and making sure he comes out on top. He sees killing as an art rather than a means to get paid.
|
Playstyle
|
Colt is a tricky mid-ranged, footsies-focused fighter. With good pokes and his Quickdraw stance, he can keep the pressure on his opponents while keeping himself at a safe distance. However, his options become limited when he runs out of ammo, and his lack of reversal options can leave him vulnerable if he is caught out.
- Character Type: Rushdown
- Difficulty: Hard
|
Character Trait
|
Quickdraw: Using Colt's Standing Special puts you into a stance where Colt will take aim and can fire his gun with the attack button. This attack is central to his pressure, allowing him to hit the enemy basically anywhere around the screen. In this state, Colt cannot run or block, but can perform a quick dodge roll. However, the player has to worry about two different resources while in Quickdraw Stance. As you hold Quickdraw stance, Colt's Focus will go down overtime, forcing you out of Quickdraw until it recharges and leaving Colt vulnerable. Your Focus will charge back up as time goes on, and can also be charged by Taunting. You also have limited Ammo, only giving you 6 shots to use before you are forced to manually reload. Reloading is done by pressing special while shielding.
|
Standing Light
|
Y
|
A left punch.
|
YY
|
A right punch.
|
YYY
|
Pulls out both guns and fires a short-ranged blast forward.
|
Forward Light
|
↑Y
|
A kick.
|
Back Light
|
↓Y
|
A sweep kick. Must be blocked low.
|
Run Light
|
dY
|
A rushing punch.
|
Jumping Light
|
jY
|
A left punch.
|
jYY
|
A kick to the right.
|
jYYY
|
A downward punch.
|
Standing Medium
|
X
|
Swings his gun in front of him.
|
Forward Medium
|
↑X
|
Swings his gun from high to low. Must be blocked high.
|
Back Medium
|
↓X
|
An uppercut. Anti-air and launcher.
|
Run Medium
|
dX
|
A jumping kick.
|
Jumping Medium
|
jX
|
A kick forward.
|
Standing Heavy
|
A
|
A powerful kick.
|
Forward Heavy
|
↑A
|
Fires into the air, dropping down an exploding lantern. Must be blocked high.
|
Back Heavy
|
↓A
|
A slide kick. Must be blocked low.
|
Run Heavy
|
dA
|
A drop kick.
|
Jumping Heavy
|
jA
|
Spins and fires multiple shots below him.
|
Quickdraw
|
B
|
Colt holds his hands at the ready, putting him into Gun Stance. During this, a targeting reticle will begin following the enemy, although if they are moving the reticle will trail behind them. Acts the same on the ground as it does in the air.
|
Fire Gun
|
A in Quickdraw
|
Colt fires his gun at the enemy. The bullet tracks their current location, and while not dealing a lot of damage, is fired very quickly. Use it to extend combos or catch the foe by surprise. Hold the button to have Colt aim at the foe, taking a bit of time and draining your Focus, but allowing for a surefire hit.
|
Quickdraw Cancel
|
B in Quickdraw
|
Puts Colt back into a normal state.
|
Tumbleweed
|
↑B
|
Colt performs a quick shoulder tackle. While it doesn't deal much damage, quickly tap the special button, or hold and release it, while performing the attack and you can lead into a Smoke Blaster. When holding the button, Colt goes into a stance similar to Quickdraw, where he can't run or block. Acts the same on the ground as it does in the air.
|
Smoke Blaster
|
↑B→B
|
Colt fires a shotgun blast in front of him. If used in the air, it launches him backwards.
|
↑B→↑B
|
Colt fires a shotgun blast at an upward angle. A good way to attack airborne enemies. If used in the air, it causing him to fly backs at a downward angle.
|
↑B→↓B
|
Colt performs a hop backwards and fires a shotgun blast at a downward angle. Causing him to fly backwards at an upward angle. If used in the air, he immediately shoots the blast instead of performing a jump.
|
Mark Grenade
|
↓B
|
Tossing a grenade in an arc, exploding on impact. While it deals okay damage, anyone hit is marked (signified by a black smoke). While an enemy is marked, Colt's shots will deal increased damage, especially when blocked. Acts the same on the ground as it does in the air.
|
Grenade Launcher
|
↓B → B
|
Colt quickly fires a shot at the grenade, causing it to launch forward. Though this causes the grenade to lose its arc, it flies a much farther range. Can only be done on the ground.
|
Dust Devil
|
dB
|
Colt leaps into the air while firing a shotgun blast below him. A great way to mix-up foes.
|
Trigger Happy
|
rY
|
Colt pulls out both guns and fires a flurry of bullets in front of him, ending with a final shot that creates a powerful explosion. Restores his Ammo after use.
|
Aerial Trigger Happy
|
rY
|
Colt pulls out both guns and fires a flurry of bullets downward, ending with a final shot that creates a powerful explosion. Restores his Ammo after use.
|
High Noon
|
rX
|
Colt makes a powerful, instant shot at the foe with a sniper round. A great punish tool. If the enemy is Marked and blocking when they are hit by the attack, it will cause an instant Guard Break. Acts the same on the ground as it does in the air.
|
Deadeye
|
rA
|
Colt opens his left eye. During this, he gains increased damage his speed. He also gains infinite Focus and the enemy is put into an infinite Mark state, allowing him to stay in Gun Stance for an unlimited time and fire his gun without ever missing.
|
Dead End
|
rA (Bloodlust)
|
Colt starts the attack by firing a shotgun blast in front of him. Colt pulls out his guns, and begins moving at high speeds, firing volley after volley of shots at the foe. Eventually Colt begins moving so fast that all the bullets seemingly freeze in time. After jumping over the foe and firing bullets all around him, he snaps his fingers, all the floating bullets immediately flying towards the enemy, causing them to explode into a bloody skeleton. Instantly kills the foe.
|
Jaw Breaker
|
|
Hits the enemy in the head so hard their bottom jaw breaks, leaving the jawbone dangling from their head. Leaves the enemy in a vulnerable state.
|
Burn Up
|
- Forward Heavy
- Mark Grenade
- Grenade Launcher
|
Lights the enemy on fire. Leaves the enemy in a helpless state.
|
Bad Trip
|
|
Trips the foe into the air, causing them to fall and break their neck.
|
Head Kick
|
|
Kicks the enemy's head clean off, causing it to go flying. The head can be launched into hazards.
|
Bullet Sponge
|
- Jumping Heavy
- Trigger Happy
|
Rapidly fires bullets into the foe. Leaves the enemy in a vulnerable state.
|
Headshot
|
|
Fires a bullet straight into the enemy's head, blowing it up.
|
Get Smoked
|
|
Fires a point-blank shotgun blast at the foe, mangling the enemy's front. Leaves the enemy in a vulnerable state.
|
Don't Look Kids!
|
|
Colt appears behind the foe before winking toward the screen. Plunging his guns into his foe's ... behind. Raising the foe into the air, he fires the shots through his body, destroying their insides and causing them to spew out blood anywhere.
|
Intro Animation
|
The camera starts at Colt's perspective. He is seen holding a terribly-drawn wanted poster of his opponent, muttering, "Eh. Another day another target." We then zoom out, seeing Colt toss the poster away as it flies against the wind. He pulls out his two guns before looking at the screen, saying "This'll be over in a second."
|
Taunt
|
Points at the foe and laughs hysterically, before catching his breath and saying, "Oh man!"
|
Respect
|
Twirls his gun in his hand before striking a pose. There is a rare change that Colt will accidentally fire his gun while twirling, causing his to jump back in shock while saying, "Ah shit!".
|
Win Animation
|
Colt pulls out a cell phone, talking to his boss. He says, "Yeah, I got em'. You guys better have my pay when I get back." With his hands in his pockets, he walks away from the camera, before suddenly turning around and shooting it, causing the glass to shatter and the camera to fall.
|
Alternate Costumes
|
- Alt 1: Default costume.
- Alt 2:
- Alt 3:
- Alt 4:
- Alt 5: Based off of Hol Horse from JoJo's Bizarre Adventure.
- Alt 6: Based off of Johnny from the Guilty Gear series.
- Alt 7: Based off of Alucard from Hellsing.
- Alt 8: Based off of the Ranger from Dungeon Fighter Online and DNF Duel.
|
|
Diablo
|
- Age: 45
- Gender: Male
- Species: Mutant
- Weapon: Mutagens - A green radioactive liquid pumped throughout his body to give him incredible strength and size.
Once a famous professional wrestler, Diablo was famous for his merciless nature in the ring. With the introduction of the KillGames however, no one wanted to see any sort of normal fighting anymore, leaving pro wrestling to fall into obscurity. That’s when he was approached by a woman named Maligna. She promised to give him what he wanted: revenge on the man who ruined his life, and the stardom he enjoyed in his prime. Seeing as he had no other options, he decided to take her offer. Now capable of taking on just about anyone thanks to his mutant enhancements, he became the perfect weapon Maligna needed to get that wish. Diablo acts like your stereotypical heel, boasting about his strength, trash-talking his foes and being incredibly selfish. He is loyal to Maligna and is willing to do just anything for her.
|
Playstyle
|
Diablo serves as the game’s main grappler character. With incredibly high health, this hulking powerhouse utilizes his girth and punishing attacks to get the enemy right into his grasp, where he can do monstrous amounts of damage. His mobility, however, is not the best, meaning the player will have to find creative ways to get into Diablo’s optimal range.
- Character Type: Power
- Difficulty: Medium
|
Character Trait
|
Demonomania: Diablo lacks the ability to double jump or perform an air dash, but makes up for it with the highest health in the game. His normal grabs and pummels deal more damage than other characters, and he has super armor on all his Heavies.
|
Standing Light
|
Y
|
A poke.
|
YY
|
A chop.
|
YYY
|
A gut punch.
|
Forward Light
|
↑Y
|
A kick.
|
Back Light
|
↓Y
|
A sweeping kick.
|
Run Light
|
dY
|
A shoulder tackle.
|
Jumping Light
|
jY
|
A slap.
|
jYY
|
Another slap.
|
jYYY
|
A spinning slap.
|
Standing Medium
|
X
|
A slap forward.
|
Forward Medium
|
↑X
|
A hammerfist. Must be blocked high.
|
Back Medium
|
↓X
|
An uppercut. Anti-air and launcher.
|
Run Medium
|
dX
|
A drop kick.
|
Jumping Medium
|
jX
|
A downward kick.
|
Standing Heavy
|
A
|
A powerful punch.
|
Forward Heavy
|
↑A
|
Swings both hands down. Must be blocked high.
|
Back Heavy
|
↓A
|
A sweeping arm attack. Must be blocked low.
|
Run Heavy
|
dA
|
A jumping elbow drop.
|
Jumping Heavy
|
jA
|
A body splash.
|
Hades' Gate
|
B
|
Diablo's command grab. Lunges forward, grabs the foe, jumps into the air, and slams the foe to the ground. Acts the same in the air as it does on the ground.
|
Fury Clap
|
↑B
|
Diablo claps forward, creating a close-ranged shockwave that reflects projectiles.
|
Aerial Fury Clap
|
j↑B
|
Diablo claps downward in front of him, creating a close-ranged shockwave that reflects projectiles and bounces him backawrds.
|
Thanatos Drop
|
↓B
|
An anti-air command grab. Grab the foe out of the air, then slam them to the ground.
|
Thanatos Fall
|
j↓B
|
A ground-to-air command grab. Dives downward, grab the foe, flip through the air, then slam the ground.
|
Daimon Run
|
dB
|
Diablo rushes forward, gaining a hit of armor. He can then cancel into one of several attacks.
|
Daimon Stamp
|
dB→Y
|
Diablo suddenly stomps and performs a headbutt. Must be blocked high.
|
Daimon Quake
|
dB→X
|
Diablo smashes the ground, creating an earthquake. Only hits grounded foes, but must be blocked low and launches into the air.
|
Daimon Swing
|
dB→A
|
Diablo grabs the foe and swings them around before tossing them in any direction.
|
Run Cancel
|
dB→B
|
Diablo quickly cancels his run.
|
Gigaton Hades' Gate
|
rY
|
Diablo lunges forward, grabs the foe, jumps incredibly high into the air, then slams them into the ground. Acts the same in the air as it does on the ground.
|
Typhon Crusher
|
rX
|
Diablo surges with mutant energy before leaping high into the air, landing on top of the foe with a powerful fist slam a moment later. This creates a shockwave upon impact that not only deals damage, but launches rocks into the air, which rain down on the foe soon after. Acts the same in the air as it does on the ground.
|
Chthonous Armor
|
rA
|
Diablo puts his Mutagens into overdrive, causing him to grow and turn his skin black. While in this state, he gains increased damage and speed. He is now completely armored, not flinching at all for as long as the transformation lasts.
|
Fall of the Titans
|
rA (Bloodlust)
|
Diablo rushes forward, grabbing the foe. With the foe in hand, Diablo jumps so high he and his foe enter the stratosphere. He spins multiple times before tossing the foe back to the surface, burning up as they reenter the atmosphere. Diablo flies after them, winding up, and when the foes reaches the ground, he unleashes a punch so incredibly powerful that it shatters the earth around them. Diablo then walks out of the crater he just created, before roaring out into the sky. Instantly kills the foe.
|
Organ Crush
|
|
Plunges his hand into the opponents body and pulls out their organs before crushing it in his hands.
|
Crush
|
- Forward Heavy
- Run Heavy
- Jumping Heavy
- Typhon Crusher
|
Crushes the foe, leaving behind a squished body covered in blood.
|
Tear Through
|
|
Swings his arms with such force that it tears the enemy's upper half off. The upper half can be launched into hazards.
|
Back Breaker
|
- Hades' Gate
- Gigaton Hades' Gate
|
Slams the foe with such force that their back breaks inward.
|
Clapback
|
- Fury Clap
- Aerial Fury Clap
- Giga Inferno
|
Clap the foe in the sides so hard they spit out their intestines. Leaves the enemy in a helpless state.
|
Blood Splatter
|
- Thanatos Drop
- Thanatos Fall
|
Slams the foe into the ground that their upper half explodes into bloody chunks.
|
Brain Breaker
|
|
Hits the enemy in the head so hard it explodes into bloody chunks.
|
Rip Apart
|
|
Diablo grabs the foe by the arms, pulling the foe apart until they are ripped completely in half.
|
Intro Animation
|
Appear in his human form with his back turned, before his mutagens activate, causing his skin to turn green as he grows to massive size. He then turns to the camera and says, "I will show you what true power means!"
|
Taunt
|
Leans forward and gives two thumbs-down while saying, "You're going down, amigo!".
|
Respect
|
Flexes his muscles while striking one of several poses.
|
Win Animation
|
?
|
Alternate Costumes
|
?
|
|
Maligna
|
- Age: 32
- Gender: Female
- Species: Mutant
- Weapon: Hivemind - A result of her mutant form, she can shape her body into the parts of various insects to use as weapons.
A former nuclear scientist, Maligna was the woman who discovered mutagens after witnessing a nuclear reactor meltdown and seeing the effects firsthand on her fellow scientists. Obsessed with finding a way to “turn humans into gods”, she has spent years trying to create what she calls “The Ultimate Mutagen”, so much so that the constant testing on others and herself has put her into a permanently mutated state. With the KillGames coming up, she hopes she can use the wish to find the things she needs to create it. She is obsessive and sadistic, seeing everyone around her as test subjects for her selfish goal.
|
Playstyle
|
Maligna is a rushdown-focused summon character. With her good movement and fast attacks, in combination with her insect minions, she can easily overwhelm her foes and put them into situations where it becomes impossible to counterattack. On her own however, she can struggle due to low damage, and her insect minions require her to take damage to summon them.
- Character Type: Tricky
- Difficulty: Hard
|
Character Trait
|
Swarm Queen: Maligna can use Spawn Minion to summon one of three different kinds of insectoid creatures, which will make their way towards the enemy and automatically attack them. While these insects can be rather dangerous if set-up well, they require protection as they are weak health-wise, only one can be up at a time, and everytime you use the attack Maligna takes damage.
|
Standing Light
|
Y
|
Pokes forward, forming a spike on her hand.
|
YY
|
Steps forward and slashes with her opposite arm.
|
YYY
|
Summons four insect pincers from her back, which all wildly stab in front of her, ending with her performing a kick while using the pincers to support her.
|
Forward Light
|
↑Y
|
Thrusts her arm forward as it turns into a large wasp stinger.
|
Back Light
|
↓Y
|
Sits down as a scorpion stinger appears from her back, stabbing foes. Must be blocked low.
|
Run Light
|
dY
|
Slashes in front of her.
|
Jumping Light
|
jY
|
Slashes in front of her.
|
jYY
|
Slashes a second time.
|
jYYY
|
Forms her leg into a spinning wasp stinger to drill enemies below her.
|
Standing Medium
|
X
|
Swings her arm forward as it transforms into a mantis claw.
|
Forward Medium
|
↑X
|
Swings her arm from high to low as it transforms into a mantis claw. Must be blocked high.
|
Back Medium
|
↓X
|
Performs an uppercut while turning her arm into a wasp stinger. Anti-air and launcher.
|
Run Medium
|
dX
|
Performs a sliding kick. Must be blocked low.
|
Jumping Medium
|
jX
|
Forms her arm into a spinning wasp stinger to drill enemies in front of her.
|
Standing Heavy
|
A
|
Points her arm upward as it splits open, revealing a large centipede which she swings down to strike foes. Must be blocked high.
|
Forward Heavy
|
↑A
|
Points her arm upward as it splits open, revealing a large centipede which she swings down to strike foes. Must be blocked high.
|
Back Heavy
|
↓A
|
Swings her arm as it splits to reveal a large centipede, which she swings low to the ground. Must be blocked low.
|
Run Heavy
|
dA
|
Flies forward as she turns her arm into a spider head that bites out in front of her multiple times.
|
Jumping Heavy
|
jA
|
Dives downward while turning her arms into spider heads to bite foes.
|
Spawn Minion
|
B
|
Maligna raises her hand into the air. Pressing any of the other attack buttons allows her to summon one of three insect minions, at the cost of a small portion of her health. Acts the same in an air as it does on the ground.
|
Spawn Maggot
|
B→Y
|
Maligna's arm opens up, spitting out a large maggot. The maggot will crawl along the ground and follow the enemy, attacking by jumping at them in an arc, bouncing back upon impact.
|
Spawn Wasp
|
B→X
|
Maligna's arm opens up, spitting out a large wasp. The wasp acts as an aerial equivalent to the Maggot, flying in the air and attacking them if they go into the air with their stinger.
|
Spawn Spider
|
B→A
|
Maligna's arm opens up, spitting out a large spider. The spider is the most unique of the insects, as it instead follows behind Maligna, and attacks periodically by spitting a small glob of acid.
|
Spawn Cancel
|
B→B
|
Maligna puts her hand back on the ground.
|
Dispose Minions
|
B (Minion)
|
Maligna points forward, as her Minion suddenly begins convulsing. After a few seconds, it will suddenly explode, killing it but dealing heavy damage to anyone nearby. The Maggot and Wasp will perform their normal attacks before the exploding. Spider will leap forward and grab the enemy before exploding. And the Maggot Queen will briefly flash before their explosion, but this explosion is much larger and deals more damage. Acts the same on the ground as it does in the air.
|
Acid Spit
|
↑B
|
Maligna forms her arm into a large spider head, which spits out a glob of acid. This acid glob is affected by gravity, limiting its range, but if it hits the ground it leaves behind a puddle of acid that damages foes that touch it. Acts the same on the ground as it does in the air.
|
Command Minions
|
↑B (Maggot)
|
Maligna commands her maggot to curl up into a ball and roll along the ground. Must be blocked low. Great for creating mix-up situations. Acts the same in the air as it does on the ground.
|
↑B (Wasp)
|
Maligna commands her wasp to dive downward and attack with their stinger. Great for forcing the foe into the air. Acts the same in the air as it does on the ground.
|
↑B (Spider)
|
Maligna commands her spider to fire a web in an arc. This web will trap foes hit by it, leaving them vulnerable to Maligna's attacks. Acts the same in the air as it does on the ground.
|
↑B (Maggot Queen)
|
Maligna commands the Maggot Queen to spew out a stream of acid. While it has a bit of charge time and leaves the Maggot Queen wide open, if it hits, it can deal some heavy damage and eats through shields.
|
Arachnoid Jaw
|
↓B
|
Maligna lunges forward as her arm splits open, summoning a large spider head to bite in front of it. On enemies, it chomps on them before spitting them out, making it a good combo ender. The spider is capable of swallowing projectiles or Maligna's minions, restoring her health in the process. Acts the same on the air as it does on the ground.
|
Killer Bee
|
dB
|
Maligna flies forward while performing her legs into wasp stingers, performing a spinning kick. Acts the same on the ground as it does in the air.
|
dB→BB
|
Press the special button a second time and Maligna can perform up to two follow-up attacks. Hold a direction while performing this to lunge in that direction. Great for continuing your pressure on the enemy, or making a quick escape or dodge.
|
dB→jD
|
Press the special button and jump button at the same time and Maligna will perform a flying upward kick. A way to lead into an aerial combo.
|
Ravenous Swarm
|
rY
|
Maligna's calls forth a swarm of Maggots and Wasps to all rush toward the foe. A good combo tool as Maligna can attack after summoning the swarm. Acts the same in the air as it does on the ground.
|
Great Devourer
|
rX
|
Maligna opens her arm, letting out a large Maggot Queen. This maggot queen, while slow and very large, has high health, super armor, and deals a lot of damage. It attacks by lunging forward and attacking with a powerful bite.
|
Arachnoid Impulse
|
jrX
|
Maligna performs a flying kick, trapping the foe in a massive web upon contact. She then unleashes a barrage of slashes and stabs before transforming her arm into a giant spider mouth to perform a final diving bite attack.
|
Meltdown Mode
|
rA
|
Maligna injects herself with more mutagens, causing her to go into her Meltdown Form, transforming into a horrific mess of insect parts. While in this state, she gains increased damage and speed. During this, Maggots and Wasps will swarm around her, and will constantly spawn for as long as the transformation lasts, giving Maligna powerful combo opportunities.
|
Ultimate Creation
|
rA (Bloodlust)
|
Maligna rushes forward, grabbing one of her mutagen packs from her belt and rushing forward. Stabbing the mutagen into the enemy, they flinch and stumble backwards. Maligna looks at the foe with a sinister look, before pulling out more mutagens, relentlessly stabbing them into the foe in various places, cackling as she does so. The enemy convulses and rapidly mutates into a disgusting blob of flesh, falling over as a result. Maligna looks on at her creation, and dissapointed at the result, stabs one more mutagen into their forehead, causing them to violently explode into chunks of flesh. Instantly kills the foe.
|
Centicrush
|
- Standing Heavy
- Forward Heavy
|
The centipede grabs the foe by the neck and clamps it jaws down on it, using its acid to seperate the head from its body. The centipede then eats the head.
|
Leg Taker
|
|
The centipede grabs the foe by the legs, snapping them off. Leaves the enemy in a helpless stance.
|
Crumchy!
|
- Run Heavy
- Jumping Heavy
- Arachnoid Jaw
- Minion Attack (Maggot Queen)
- Arachnoid Impulse
|
The spider or Maggot Queen bites down on the foe, biting down on them before eating them whole.
|
Meltdown
|
- Dispose Minions
- Acid Spit
- Aerial Acid Spit
- Command Minions (Maggot Queen)
|
Burns up the enemy with acid, causing their skin to melt. Leaves the enemy in a helpless state.
|
Face Muncher
|
- Minion Attack (Maggot)
- Ravenous Swarm (Maggot)
|
The maggot jumps onto the enemy's face, eating through it before bursting through the other side. Leaves the enemy in a helpless state.
|
Impale
|
- Command Minions (Wasp)
- Killer Bee
- Ravenous Swarm (Wasp)
|
Maligna or the wasp stabs the enemy through the chest. Leaves the enemy in a helpless state.
|
Cocooned
|
|
The web wraps the foe in a cocoon of web. Leaves the enemy in a helpless state.
|
Broodmother
|
|
Maligna goes up to her foe and stabs her enemy in the shoulder with a mutagen pack. The enemy reels back until, suddenly, insects begin growing out of the foe. They eat the foe from the inside out, eventually bursting out and crawling away from their corpse.
|
Intro Animation
|
Appears from a cloud of green smoke, walking forward. Her hand is limp as it closes, pulling back a centipede. She then raises her arm into the air, adjusting it, while saying, "You'll make for a great test subject." Her right eye then shines red as she strikes a pose.
|
Taunt
|
Maligna puts her hand to her face and begins laughing hysterically.
|
Respect
|
?
|
Win Animation
|
?
|
Alternate Costumes
|
?
|
|
Shine
|
- Age: 19
- Gender: Female
- Species: Cyborg
- Weapon: Bisecto-Claws - Two massive gauntlets equipped with large blade-like claws. Her claws are also attached to chains, which she can fire to grab distant targets.
A violent and manic girl, Shine became the leader of the Marauders, a infamous gang of wasteland dwellers, since she was a young girl. She is absolutely obsessed with robots, often finding and salvaging stray robots and cyborgs who wander into her territory, and grafting these parts into her subordinates, and even herself, for the sake of building the most powerful robot army in the world. She harbors a strong hatred for Moria Corp., who were responsible for her mother’s death, and so she seeks to use the KillGames’ wish to take them out of the picture. Behind a cute and innocent persona is a brat who will stop at nothing to get whatever she wants.
|
Playstyle
|
Shine is a versatile rushdown character. Equipped with rekkas and rushing slashes, she can keep the pressure on her foes with her rapid combos, and her grappling hooks give her a way to easily close the gap or break through the enemy’s defenses . However, her low health can make it hard for her to hold her own once the enemy overpowers her.
- Character Type: Rushdown
- Difficulty: Easy
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Character Trait
|
Cyborg Mobility: Shine's mechanical enhancements grant her a third jump and the ability to air dash twice in the air. Alongside her great speed, this makes her agile on both the ground and the air.
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Standing Light
|
Y
|
A quick poke.
|
YY
|
A slash with the opposite hand.
|
YYY
|
A flurry of close-ranged punches ending with a final stab forward.
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Forward Light
|
↑Y
|
Uses her tail to stick to the ground and perform a kick.
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Back Light
|
↓Y
|
Slashes enemies with her tail. Must be blocked low.
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Run Light
|
dY
|
A slash attack.
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Jumping Light
|
jY
|
A slash forward.
|
jYY
|
A second slash forward.
|
jYYY
|
A downward stab with both claws.
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Standing Medium
|
X
|
An advancing slash.
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Forward Medium
|
↑X
|
Jumps and performs a downward stab with both claws. Must be blocked high.
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Back Medium
|
↓X
|
An uppercut. Anti-air and launcher.
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Run Medium
|
dX
|
A palm strike.
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Jumping Medium
|
jX
|
An aerial spin.
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Standing Heavy
|
A
|
Lunges forward and slashes in front of her with an X-shape.
|
Forward Heavy
|
↑A
|
Extends her claws upward and slashes them in front of her. Must be blocked high.
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Back Heavy
|
↓A
|
Extends her claws and spins low to the ground. Must be blocked low.
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Run Heavy
|
dA
|
Lunges forward and slashes in front of her with an X-shape.
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Jumping Heavy
|
jA
|
Dives downward with a claw slash.
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Grapple Claw
|
B
|
Shine launches one of her claws forward. If it makes contact with the enemy, she'll grab them, dragging herself towards them before damaging them with a powerful kick.
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Aerial Grapple Claw
|
jB
|
Shine launches one of her claws at a downward angle. If the claw grabs the ground, she'll be quickly dragged towards it, damaging anyone near her with a shockwave.
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Metal Scratch
|
↑B
|
Shine lunges forward and slashes enemies with her claws. A rekka that allows you to follow up by pressing another attack button.
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Metal Claw
|
↑B→Y
|
Shine jumps forward and slashes out in front of her. Must be blocked high.
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Metal Slide
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↑B→X
|
Shine slides along the ground, kicking enemies. Must be blocked low.
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Metal Uppercut
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↑B→A
|
Shine performs a rising uppercut. A good launcher and anti-air.
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Metal Fury
|
↑B→B
|
Shine continues to slash forward. Keep tapping the button to increase the number of hits. After a few hits, she ends with a rushing slash forward.
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Gato Pounce
|
j↑B
|
Shine flips forward. If she makes contact with the enemy, she'll grab them and slash at their face before launching them away.
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Kitty Leap
|
↓B
|
Shine fires her claws at an upward angle. If it hits an enemy, it acts the same ass Grapple Claw. However, if it doesn't hit anyone, Shine will grab onto an unseen object in the air, using it to pull herself upward while damaging anyone in her way. Acts the same on the ground as it does in the air.
|
Claw Swing
|
↓BB / j↓B
|
Shine uses her grappling hook to swing like a rope, while spinning like a buzzsaw. Can go over low attacks. Hold the button to continue swinging, or press the jump button to cancel into an aerial attacks.
|
Gato Strike
|
dB
|
Shine leaps forward in a high arc, before quickly turning around and slashing under her. Useful for dodging attacks.
|
Crossmetal Fury
|
rY
|
Shine rushes forward, rapidly slashing in front of her, ending with a powerful claw slash in an X-shape. Acts the same in the air as it does on the ground.
|
Maximum Gato
|
rX
|
Shine uses her grappling hooks to drag herself upward. If the attack hits a foe, she uses the grappling hooks to fly across the screen, slashing at the foe and tying them up in chains, before diving down onto the foe with a powerful claw slash. Acts the same in the air as it does on the ground.
|
Kitty Overdrive
|
rA
|
Shine's cybernetics kick into overdrive. During this, she gets increased damage and speed, so fast in fact that she becomes the fastest character in the game. This allows her to relentlessly chase her foe and never let them escape.
|
Splicification Machine of Doom
|
rA (Bloodlust)
|
Shine lunges forward grabbing the foe. After a comical dust cloud envelops the screen, switch to the enemy's perspective, as they are tied up in Shine's throne room. The enemy tries to get Shine to let them out, but with a sinister smile, she cuts the rope, causing the enemy to fall down into a pit of machinery, where they are torn apart and turned into a Splicer (Basically a decapitated head attached to a funny little spider body). Shine smiles, only the suddenly scowl as she states she doesn't like her creation, stomping the enemy in frustration and crushing their skull, killing them in the process.
|
Cross Slash
|
- Standing Heavy
- Run Heavy
- Metal Fury
- Crossmetal Fury
|
Cuts the enemy into fours.
|
Vertical Chop
|
- Forward Heavy
- Jumping Heavy
- Metal Claw
- Metal Uppercut
|
Slashes the enemy vertically in half.
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Leg Taker
|
|
Slashes the enemy's legs off. Leaves the enemy in a helpless state.
|
What's Mine is Mine!
|
- Grapple Claw
- Aerial Grapple Claw
- Kitty Leap (Grab)
|
Stabs her grapple claws straight through the foe before pulling out their organs. Leaves the enemy in a helpless state.
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Mindsplit
|
- Gato Pounce
- Claw Swing
- Gato Strike
|
Slashes the foe's head in half. Leaves the enemy in a helpless state.
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Chain Hug
|
|
Instead of performing the kick, she lands on the ground and tugs at the chain, crushing the foe's and causing them to spit their organs.
|
Bad Kitty!
|
|
Shine jumps on top of the foe and sits on their shoulders. She smiles, but then suddenly digs her claws into the foes mouth and splits it mouth, chopping the top half of their head off.
|
Intro Animation
|
Performs some quick stretches before plunging her arms into her Bisecto-Claws. She then strikes a pose while saying, "I'm gonna rip ya'll to shreds!"
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Taunt
|
?
|
Respect
|
?
|
Win Animation
|
?
|
Alternate Costumes
|
?
|
|
Sharkman
|
- Age: 42
- Gender: Male
- Species: Shark (according to him)
- Weapon: Thresh Hammer - A weapon primarily made of scrap metal. Consists of a large hammer on one end, and a large blade on the other.
A high-ranking member of the Marauders, Sharkman is a vicious and cannibalistic killer who believes himself to be an actual shark. Despite his dim-witted attitude and inability to clearly think, he has a strong loyalty towards Shine, his leader and long-time friend, so much so that he willingly allowed her to graft him into a shark suit. Now embracing his true identity, he utilizes his brute strength to make sure everyone who dares go against his master will be torn to pieces.
|
Playstyle
|
Sharkman is a powerful mid-ranged control character. His weapon not only gives him great damage, but also amazing reach. Utilizing that in combination with his super armor, he can overpower his foes and deal tons of damage. However, his slow movement speed, combined with his slow strikes, can leave him vulnerable against faster foes, and requires the player to be more patient if they want their kill.
- Character Type: Power
- Difficulty: Medium
|
Character Trait
|
Rough Skin: Sharkman lacks the ability to double jump, but when performing his Heavy Attacks, gains super armor. Any attacks Sharkman armors through will add damage to his own attacks.
|
Standing Light
|
Y
|
A left claw slash.
|
YY
|
A right claw slash.
|
YYY
|
A bite forward.
|
Forward Light
|
↑Y
|
A kick.
|
Back Light
|
↓Y
|
A tail sweep. Must be blocked low.
|
Run Light
|
dY
|
A claw slash.
|
Jumping Light
|
jY
|
A left claw slash.
|
jYY
|
A right claw slash.
|
jYYY
|
A flipping tail slam.
|
Standing Medium
|
X
|
Thrusts his hammer forward, slashing the enemy with the blade end.
|
Forward Medium
|
↑X
|
Slashes his hammer downward. Must be blocked high.
|
Back Medium
|
↓X
|
An uppercut. Anti-air and launcher.
|
Run Medium
|
dX
|
A bite.
|
Jumping Medium
|
jX
|
A bite.
|
Standing Heavy
|
A
|
Swings his hammer out in front of him.
|
Forward Heavy
|
↑A
|
Swings his hammer downward. Must be blocked high.
|
Back Heavy
|
↓A
|
Stomps the ground, creating rock spikes. Must be blocked low.
|
Run Heavy
|
dA
|
A shoulder bash.
|
Jumping Heavy
|
jA
|
A body slam.
|
Tiger Jaw
|
B
|
Sharkman swings his hammer along the ground, creating a rocky fin that travels toward the enemy. Upon contact with an enemy, a rocky shark will jump out of the fin, attacking enemies even if they're in the air. However, it travels rather slowly.
|
Leopard Strike
|
jB
|
Sharkman spins before flying downward, slamming is hammer into the ground and creating a shockwave in front of him. If anyone is in front of him when he performs the attack, they'll be dragged down with him.
|
Bull Charge
|
↑B
|
Sharkman rushes forward, tackling enemies. Possesses super armor. Acts the same on the ground as it does in the air.
|
Mako Mauling
|
↓B
|
Sharkman lunges a short distnece forwayd forward, grabbing the foe. If the attack lands, Sharkman bites into the foe, tearing off a bit of flesh, before tossing the foe away. Possesses super armor. Acts the same on the ground as it does in the air.
|
Shark Stride
|
dB
|
Sharkman begins slowly moving forward, holding his hammer with one hand and low to the ground. He gains a large amount of armor while in this stance, and while he can only perform one jump and is unable to run, he can perform one of several follow-ups. Press special to cancel the attack.
|
Blue Sweep
|
dB→Y
|
Sharkman swings his hammer low to the ground. Must be blocked low.
|
Thresh Breaker
|
dB→X
|
Sharkman swings his hammer out in front of him. Causes heavy damage to the enemy's shield if they block it.
|
Hammer Header
|
dB→A
|
Sharkman performs a small jump and slams his hammer out in front of him. Must be blocked high. During the jump, Sharkman can avoid mid and low attacks.
|
Stride Stop
|
dB→B
|
Sharkman quickly cancels his stride.
|
Great White Guillotine
|
rY
|
Sharkman charges up, before launching forward a larger rocky fin. When it makes contact with the enemy, it summons a massive rock shark from the ground, which deals heavy damage.
|
Megamouth Dive
|
jrY
|
Sharkman dives into the ground, and can swim around it for a few seconds. While he can be hit out of it if the enemy hits his fin, in this state he is much faster and able to weave around attacks. Press the attack button or wait enough time and Sharkman will pop out of the ground with a massive rock shark, damaging enemies around him.
|
Feeding Frenzy
|
rX
|
Sharkman rushes forward, slashing and biting wildly at the foe. He then follows up by pulling out his hammer, and launching the foe away with a powerful upward swing.
|
Aerial Feeding Frenzy
|
jrX
|
Sharkman drills forward, rapidly biting at the foe, before launching them away wih a swing of his tail.
|
Ancient Rampage
|
rA
|
Sharkman roars out as his body becomes covered in sharp rocks. While in this state, he gains increased damage and speed. He gains super armor on all his attacks.
|
Megalodon's Wrath
|
rA (Bloodlust)
|
?
|
Crush
|
- Standing Heavy
- Forward Heavy
- Jumping Heavy
- Leopard Strike
- Hammer Header
|
Crushes the foe either from his hammer or with his own body.
|
Rock Impale
|
|
Impales the enemy in rock spikes. Leaves the enemy in a helpless state.
|
Zoom!
|
- Run Heavy
- Bull Charge
- Feeding Frenzy
- Aerial Feeding Frenzy
|
Launches the foe so that they go flying, exploding on impact with the wall. Their body can be launched into hazards.
|
Flesh Pull
|
|
Grabs the foe and tears them in half by the left leg and right arm.
|
Leg Taker
|
|
Slashes the enemy's legs off. Leaves the enemy in a helpless state.
|
Tear Through
|
|
Swings his hammer with such force that it tears the enemy's upper half off. The upper half can be launched into hazards.
|
Smile You Son of A
|
- Great White Guillotine
- Megalodon Dive
|
The massive rock shark bites into the enemy, crushing all but their head. It then goes back into the ground, tearing the body from the head and effectively decapitating them.
|
Mmm... Yummy!
|
|
Sharkman pounces on top of the foe, slashing into their abdomen and eating their insides. The enemy screams in pain as their upper half attempts to crawl away. Sharkman sees this as jumps towards them, grabbing the foe by the arms, and bites down on the foe, eventually ripping their arms off and eating the foes upper half. He then wipes his face.
|
Intro Animation
|
Sharkman is seen swimming through the ground, only his back fin being visible, before jumping out. He then lets out a roar before pulling out his hammer.
|
Taunt
|
Sharkman raises his hammer into the air and roars.
|
Respect
|
Sharkman pulls out either a spare human arm or a human leg, chomping down on it before burping out the bones.
|
Win Animation
|
Sharkman raises his arms and cheers. He then begins to smell blood. sniffing and looking around. He turn and glances at the camera, smiling and walking towards it, before biting into it, causing the screen to go black.
|
Alternate Costumes
|
- Alt 1: Default costume.
- Alt 2: Based off of a great white.
- Alt 3: Based off of Sharkman's beta design.
- Alt 4: Based off of an orca.
- Alt 5: Based off of Sidon from The Legend of Zelda: Breath of the Wild.
- Alt 6: Based off of Garchomp from the Pokémon series.
- Alt 7: Based off of King Dedede from the Kirby series.
- Alt 8: Based off of Godzilla.
|
|
Inari
|
- Age: 21
- Gender: Female
- Species: Human
- Weapon: Kanayago - An energy bow. She utilizes it in combination with her magnetism to fire magnetic rails at the foe. She can also form metal into two twin daggers, which she uses for some of her attacks.
A member of the Crimsonstain Clan, Inari is Misery’s younger sister. Despite only recently joining the clan, she possesses incredible power, being born with the ability to control metal. Jealous of her sister for being the one chosen to wield such a powerful weapon, Inari sneaks off and joins the KillGames in order to show her, and everyone else, that she is the most powerful ninja, and that she deserves to be Muramasa’s true heir. Inari is brash, hot-headed, and shows incredible disdain towards her sister. She feels she's inferior to her in every way, fueling a desperation to do anything to be seen as powerful, even if it means playing into the hands of a powerful demon.
|
Playstyle
|
Inari is a mobile set-play focused character. Utilizing her mobility and long-ranged attacks, she can keep her foe at a distance. However, once she magnetizes her foe, she can utilize it to pressure the foe into making risks, and capitalize on said risks with her swift combos. However, she is in danger if she's caught out, especially due to her low defense and lack of close-ranged moves.
- Character Type: Zoner
- Difficulty: Easy
|
Character Trait
|
Magnetize: When Inari lands a hit with Magnet Rail, it applies a Magnetic Field around the foe. The more an enemy is hit by this attack, the larger the field will be. This field affects several of Inari's attacks, most notably her arrow moves which gain a homing effect. However, the field shrinks as time goes on, so you'll need to be quick to take advantage of it.
|
Standing Light
|
Y
|
A claw slash
|
YY
|
A swift kick.
|
YYY
|
Pulls out several arrows and fires them forward in a spread pattern.
|
Forward Light
|
↑Y
|
Shoots a spread of arrows at an upward angle. Anti-air.
|
Back Light
|
↓Y
|
A sweep kick. Must be blocked low.
|
Run Light
|
dY
|
A claw slash.
|
Jumping Light
|
jY
|
A claw slash.
|
jYY
|
A knee strike.
|
jYYY
|
Pulls out several arrows and fires them downward in a spread pattern.
|
Standing Medium
|
X
|
Fire an arrow straight forward.
|
Forward Medium
|
↑X
|
Creates a metal dagger and swings it downward. Must be blocked high.
|
Back Medium
|
↓X
|
Creates a metal dagger and swings it upward. Anti-air and launcher.
|
Run Medium
|
dX
|
Lunges forward and slashes with a metal dagger.
|
Jumping Medium
|
jX
|
Fires an arrow forward.
|
Standing Heavy
|
A
|
Charges up before firing a piercing arrow forward.
|
Forward Heavy
|
↑A
|
Creates a metal spear and stabs it downward. If the enemy has a Magnetic Field, the attack homes into enemies. Must be blocked high.
|
Back Heavy
|
↓A
|
Uses her magnetism to create two metal spikes that stab the enemy. If the enemy has a Magnetic Field, the attack homes into enemies. Must be blocked low.
|
Run Heavy
|
dA
|
Creates two blocks of metal before crushing them in front of her. If the enemy has a Magnetic Field, the pieces will fly towards them.
|
Jumping Heavy
|
jA
|
Creates a metal spike and dives downward with it.
|
Multi-Shot
|
B
|
Inari pulls out three arrows and pulls back on her bow. After a brief charge, she can then fires these arrows as projectiles by releasing the button. Acts the same on the ground as it does in the air.
|
Arc Shot
|
↑B (Arrows)
|
Release the button while holding forward and Inari points her bow upward and fires arrows into the air. If they miss the foe while flying up, they'll rain down directly on top of them a few seconds later. A good anti-air attack.
|
Pin Shot
|
↓B (Arrows)
|
Inari points her bow downward and fires the arrows toward the ground. These arrows will then stink to the ground. If an enemy with a Magnetic Field walks near them, they'll fly towards them, effectively acting as traps.
|
Magnet Rail
|
↑B
|
Inari fires a metallic rail with her bow. If an enemy is hit by the attack, the rail will imbed into their body, creating a Magnetic Field around them.
|
Aerial Magnet Rail
|
j↑B
|
Inari fires a metallic rail at a downward angle. If it misses, it will stick into the ground, crackling with electricity. If the enemy gets near the rail, it creates a Magnetic Field around them.
|
Fatal Pull
|
↓B
|
Inari creates a magnetic orb on her hand. This will drag the enemy towards her, the strength of which changes depending on how much the enemy is Magnetized. If the enemy is close enough, the ball will damage them. Acts the same on the ground as it does in the air.
|
Fatal Push
|
↓BB
|
Press the special button again after performing the pull and Inari will create a blast of magneticenergy from her hand, launching the foe away. Its range and potency increases the more an enemy is Magnetized.
|
Leaping Shot
|
dB
|
Inari suddenly leaps backwards, firing three arrows downward. A great evasive tool. Acts the same on the ground as it does in the air.
|
Metallion Shot
|
rY
|
Inari gathers metal into a six large bolts, before quickly launching them forward as projectiles. It's very quick, making it a great punish and pressure tool.
|
Aerial Metallion Shot
|
jrY
|
Inari gathers metal into a six large bolts, before quickly launching them at a downward angle as projectiles.
|
Iron Maiden
|
rX
|
Inari pulls the enemy in with a magnetic pull, grabbing them. If she catches the foe, she'll begin attracting metallic junk around her, using it to crush the enemy, before she slams it into the ground. Its power increases the more powerful the enemy's magnetic field is, but using the move also removes it. Acts the same on the ground as it does in the air.
|
Perfect Huntress
|
rA
|
Inari's curls up, gathering metal around her, before forging metal armor around her, with energy coarsing around her, giving her a flaming mask and six massive flaming fox tails. While in this state, she gains increased damage and speed. All enemies gain a permanent Magnetic Field, preventing her enemies from escaping for devastating attacks.
|
Metallion Storm
|
rA (Bloodlust)
|
Inari rushes as a streak of pure energy, performing a slash in front of her. If the attack lands, she'll begin rushing around the foe, occasionally performing a slash that implants a magnetic spike into their body. Eventually, the enemy falls to the ground, covered in these spikes. Inari then jumps into the air, her armor exploding into tiny metal shards. Using her magnetism to grab them, she says goodbye to the foe, before hurling these shards straight at the foe, the metal spikes creating a magnetic field that attracts the shards and causes them to fly around the foe, eventually slicing them to tiny pieces. Instantly kills the foe.
|
Headshot
|
- Standing Heavy
- Magnet Rail
- Aerial Magnet Rail
|
Fires an arrow straight at the enemy's head, impaling them.
|
Eat This!
|
- Forward Heavy
- Jumping Heavy
|
The spear stabs straight through the enemy's mouth.
|
Multi-Impale
|
|
Impales the foe from below.
|
Crush
|
|
Crushes the enemy between the two chunks of metal.
|
Pin Cushion
|
- Run Heavy (Shards)
- Multi-Shot
- Arc Shot
- Pin Shot
- Leaping Shot
- Metallion Shot
- Aerial Metallion Shot
|
Fires multiple arrows or metal shards into the enemy. Leaves the enemy in a helpless state.
|
Zoom!
|
|
Launches the foe so that they go flying, exploding on impact with the wall. Their body can be launched into hazards.
|
Bring You Down to Size!
|
|
Uses the metal gathered around the foe to slowly crush them, before compressing them into a small, bloody ball of metal.
|
How Do They Work?
|
|
Inari stabs a foe with a magnetic rail, before creating a magnetic push to tear the foe's head off and launch it into the air. She then pulls out three arrows, and fires it at the head, shooting them straight through their eyes and mouth.
|
Intro Animation
|
Appears standing on top of a building, obscured in shadow. She looks toward the screen, her eye shining, before flying downward as a streak of energy, bouncing off the buildings at the side. She crashes to the ground, metal shards floating around her, before standing up, saying, "I will show everyone why I am the strongest!".
|
Taunt
|
?
|
Respect
|
?
|
Win Animation
|
?
|
Alternate Costumes
|
?
|
|
Grimm
|
- Age: N/A
- Gender: N/A
- Species: Classified
- Weapon: Harbinger - A large scythe made out of a purple energy. Powered by the countless souls housed inside of them.
The result of Umbringen Lab’s mad experiments, Project Reaper (nicknamed Grimm) was designed to be the perfect combatant for the KillGames. They were created by combining the dead bodies of some of the KillGames’ most skilled past contestants, bringing them back to fight once more. Their restless spirits, filled with vengeance, believe that the only way they can pass on is by killing Blitzkrieg, and they are hellbent on reaching the top no matter what it takes. Due to the number of souls housed within them, Grimm is incredibly unstable and violent, as the souls trapped inside of them all fight for control over their body.
|
Playstyle
|
Grimm is an unpredictable bait-and-punish character. Utilizing their long-ranged normals, specials, and Nightmare mechanic, they keep their foes guessing about when and where they’re going to attack. However, their lack of close-ranged defensive options can leave them vulnerable once the enemy can get in close.
- Character Type: Tricky
- Difficulty: Hard
|
Character Trait
|
Nightmares: When performing Grimm's Forward, Back or Dash Specials, Grimm will create a Nightmare that performs an attack. These Nightmares' attacks deal no damage, and are unaffected by enemy's attacks. Press the Special button in the middle of their animations and Grimm will swap places with the Nightmare. This Nightmare will continue to perform the attack Grimm was performing, leaving the real Grimm free to perform any attack that they want. Use these Nightmares to confuse the enemy about which Grimm is the real Grimm.
|
Standing Light
|
Y
|
Slashes in front of them.
|
YY
|
Slashes with the opposite hand.
|
YYY
|
Repeatedly stabs in front of them with their fingers.
|
Forward Light
|
↑Y
|
Steps forward and performs a wild swing in front of them.
|
Back Light
|
↓Y
|
Stabs in front of them with their foot blades. Must be blocked low.
|
Run Light
|
dY
|
Slashes in front of them.
|
Jumping Light
|
jY
|
Slashes in front of them.
|
jYY
|
Slashes with the opposite hand.
|
jYYY
|
Slashes the enemy while spinning in the air.
|
Standing Medium
|
X
|
Swings their scythe in front of them.
|
Forward Medium
|
↑X
|
Swings their scythe from high to low. Must be blocked low.
|
Back Medium
|
↓X
|
An extending uppercut. Anti-air and launcher.
|
Run Medium
|
dX
|
Performs a lunging scythe swing.
|
Jumping Medium
|
jX
|
Swings their scythe in front of them.
|
Standing Heavy
|
A
|
Extends their arm and performs a scythe swing.
|
Forward Heavy
|
↑A
|
Extends their arm upward and performs a downward scyhe swing. Must be blocked high.
|
Back Heavy
|
↓A
|
Spins their scythe low to the ground. Must be blocked low.
|
Run Heavy
|
dA
|
Flies forward while spinning their scythe in front of them.
|
Jumping Heavy
|
jA
|
Extends their legs and spins them below them.
|
Conquest
|
B
|
Grimm tosses forward their scythe as a projectile. While the scythe is out, Grimm cannot attack, but the scythe itself has a large hitbox, and deals damage on the return trip.
|
Aerial Conquest
|
jB
|
Grimm tosses their scythe at a downward angle, which then curves in an arc before returning to Grimm.
|
Pestilence
|
B (while Scythe is out)
|
Grimm suddenly teleports to wherever the scythe is currently located. Great for closing the distance.
|
Nightmare Swap
|
B (during Other Specials)
|
Grimm quickly swaps places with a currently present Nightmare. Utilize these Nightmares to confuse your foe and create dangerous mix-ups.
|
Famine
|
↑B
|
Grimm flies forward, performing a low swing with their scythe followed by an uppercut if they come in contact with the enemy. Launches foes into the air. When performed, a Nightmare is summoned who will perform a jumping slash, similar to War, before quickly disappearing.
|
Aerial Famine
|
j↑B
|
Grimm flies forward, performing a low swing with their scythe followed by an uppercut if they come in contact with the enemy. Launches foes into the air. When performed, a Nightmare is summoned who will drop down to the ground upon Grimm getting near the foe, before quickly disappearing.
|
War
|
↓B
|
Grimm leaps into the air and performs a downward slash with their scythe. Must be blocked high. When performed, a Nightmare is summoned who will rush forward along the ground and perform an upward slash, similar to Famine, before quickly disappearing.
|
Death
|
dB
|
Grimm creates a Nightmare a distance away from them. From there, press any attack button, and this Nightmare will attack as well. If an attack connects or Grimm takes damage, the Nightmare will disappear.
|
Rapture
|
rY
|
Grimm's scythe grows to large size and they toss it in front of them. The scythe will spin while homing towards the enemy, dealing rapid damage to anyone hit by it. Acts the same on the ground as it does in the air. If used in the air, the scythe will slowly descend.
|
Revelation
|
rX
|
Grimm summons a larger, floating Nightmare, who disappears. As time goes on, the Nightmare will slowly manifest behind the foe. After 7 seconds, it will manifest, grabbing the foe. If the grab lands, the Nightmare will scream, with the souls housed in it entering the enemy's body. While it deals a lot of damage, it requires set-up to successfully land. Acts the same on the ground as it does in the air.
|
Judgement
|
rA
|
Grimm screams out, as the souls housed within them take full control over their body, giving them a dark purple aura. While in this state, they gain increased damage and speed. All special attacks that incorporate Nightmares are now capable of dealing damage, allowing you to perform some devestating combos if you attack in tandem with them.
|
Abandon All Hope
|
rA (Bloodlust)
|
Grimm extends their arm out, grabbing the foe. If the attack lands envelops the screen in ghostly energy. The enemy wakes up, suspended in the air, their limbs impaled on scythes attached the chains. Grimm taps into their memories, either forcing them to relive some sort of past trauma, or making them experience their worst fear. Either way, it causes the enemy to go insane, them pleading to let them out. As they attempt to escape their impalement, they accidentally pull on the chains, causing them to recoil and pull back, tearing off the enemy's limbs. The enemy's limbless body then falls to the ground, dead, as Grimm faintly laughs. Instantly kills the foe.
|
Half Chop
|
|
Slashes the enemy horizontally in half. Leaves the enemy in a helpless state.
|
Vertical Chop
|
- Forward Heavy
- Famine
- Aerial Famine
- War
|
Slashes the enemy vertically in half.
|
Leg Taker
|
|
Slashes the enemy's legs off. Leaves the enemy in a helpless state.
|
Vertical Blender
|
|
Shreds through the foe and slices them in half.
|
Horizontal Blender
|
- Jumping Heavy
- Conquest
- Aerial Conquest
- Rapture
|
Shreds the enemy to pieces with a spinning blade.
|
Insanity
|
|
The enemy goes insane, getting down on their knees and screaming in anguish before snapping their own neck.
|
Body Snatcher
|
|
Grimm teleports. The enemy stumbles around confused, only for Grimm's arms to suddenly burst through their arms, cutting them off in the process. The Grimm forces the enemy's mouth open, ripping the foe in half from the inside out.
|
Intro Animation
|
Is seen motionless on the ground, before purple energy crackles around them as they stand up. He then reaches out toward the enemy, letting out a groan.
|
Taunt
|
?
|
Respect
|
Spins their scythe before striking a pose with it.
|
Win Animation
|
?
|
Alternate Costumes
|
?
|
|
Z.M.E.I.
|
- Age: N/A
- Gender: N/A (referred to as Male)
- Species: Robot
- Weapon: Spiral Claws - Two massive claws that can open to fire various weapons, or form into drills.
Designed after the weapons that were used in the Ultimatum War, the Z.M.E.I. are powerful combat robots created by the US Military with the sole purpose of elimination. Equipped with state-of-the-art weaponry, they also possess an incredible, human-like intelligence. Regardless, they serve and fight with an undying will and a ruthless combat style. They are under the direct control of General Parthia, leader of the A.K.A., who wishes to use them to accomplish her goals. Whether they be just stopping the KillGames, or something greater, is unknown.
|
Playstyle
|
Z.M.E.I. is a projectile-focused defensive powerhouse. With powerful attacks and deadly projectiles, Z.M.E.I. pressure the foe into making risky decisions by chipping at their health from a distance, before striking once they get close. However, he suffers from slow movement speed, but his flight ability trades that for amazing mix-up potential.
- Character Type: Power
- Difficulty: Medium
|
Character Trait
|
Flight: Rather than a normal double jump, pressing jump in the air has Z.M.E.I. activate his thrusters. During this, he can freely fly in the air, gains multiple air dashes, and can attack the enemy from above, or even perform some powerful air combos. However, Z.M.E.I. has a limited Fuel Gauge that goes down while flying, and if it runs out, he won't be able to go back into flight until it regenerates. Z.M.E.I. can also be taken out of flight if he is hit by an attack. Press Jump again to cancel flight stance.
|
Standing Light
|
Y
|
A left punch.
|
YY
|
A right punch.
|
YYY
|
An outward torso spin.
|
Forward Light
|
↑Y
|
A hook.
|
Back Light
|
↓Y
|
Swings his lower half, hitting the enemy with his tail. Must be blocked low.
|
Run Light
|
dY
|
A horn thrust.
|
Jumping Light
|
jY
|
A left punch.
|
jYY
|
A right hook.
|
jYYY
|
A downward slam.
|
Standing Medium
|
X
|
A drill punch.
|
Forward Medium
|
↑X
|
A downward slam. Must be blocked high.
|
Back Medium
|
↓X
|
Fires a blast from his foot jets. Anti-air and launcher.
|
Run Medium
|
dX
|
A punch.
|
Jumping Medium
|
jX
|
Fires a blast at a downward angle from his foot jets.
|
Standing Heavy
|
A
|
Spins his drills before punching it forward.
|
Forward Heavy
|
↑A
|
Jumps before thrusting his drills downward. Must be blocked high.
|
Back Heavy
|
↓A
|
Fires a blast downward from his arm cannon. Must be blocked low.
|
Run Heavy
|
dA
|
Rams into the enemy.
|
Jumping Heavy
|
jA
|
Flies forward a short distance, drilling in front of him.
|
Energy Beam
|
B
|
Z.M.E.I. fires a beam of energy from his mouth. It leaves Z.M.E.I. vulnerable if he whiffs, but it's great for applying chip damage and punishing rushing foes. Acts the same on the ground as it does in the air.
|
Missile Launch
|
↑B
|
Z.M.E.I. launches a missile from one of his shoulder launchers, which explodes on impact. It starts a bit slow, but speeds up and deals more damage as time passes. A good way to approach the enemy.
|
Aerial Missile Launch
|
j↑B
|
Z.M.E.I. launches a missile from one of his shoulder launchers at a downward angle. Explodes on contact.
|
Proximity Mine
|
↓B
|
Z.M.E.I. fires out a mine, which flies toward the enemy. Once it gets near, it explodes. A good pressure tool, though be careful as it can be destroyed if the enemy hits it with an attack, potentially damaging you in the process.
|
Aerial Proximity Mine
|
j↓B
|
Z.M.E.I. fires out a mine, which flies toward the enemy. Once it gets near, it drops down and explodes upon impact.
|
Matrix Shield
|
dB
|
Z.M.E.I. quickly creates a barrier around him, launching away any nearby foes, nullifying any attacks, and reflecting all oncoming projectiles.
|
Dragoon Buster
|
rY
|
Z.M.E.I. opens his chest and fires a powerful beam of energy in front of him. Incredibly powerful projectile. Acts the same on the ground as it does in the air.
|
Missile Barrage
|
rX
|
Z.M.E.I. fires several homing missiles that all immediately fly towards the enemy. Can be used to force the enemy to block or extend combos. Acts the same on the ground as it does in the air.
|
Dragoon Assault
|
rA
|
Z.M.E.I. charges himself with energy. While in this state, he gains increased damage and speed. Z.M.E.I. fires his projectile attacks much quicker, and gains unlimited fuel, allowing him to fly indefinitely.
|
Hydra Obliterator
|
rA (Bloodlust)
|
Z.M.E.I. flies forward, drilling into his foe and shredding up their stomach before they eventually split in half. He launches their body into the air, as he lands on the ground, transforming into a large cannon-like form and aiming towards the enemy. He then charges up before firing a massive death beam that vaporizes the foe. Instantly kills the foe.
|
Drill Spin
|
- Standing Heavy
- Forward Heavy
- Jumping Heavy
|
Impales the enemy with his drills and spins them at high speed, launching blood and guts everywhere.
|
Electrocute
|
|
Fries the enemy with electricity, causing their skin to melt. Leaves the enemy in a helpless state.
|
Zoom!
|
|
Launches the foe so that they go flying, exploding on impact with the wall. Their body can be launched into hazards.
|
Burn Up
|
|
Lights the enemy on fire. Leaves the enemy in a helpless state.
|
Kaboom
|
- Missile Launch
- Aerial Missile Launch
- Proximity Mine
- Aerial Proximity Mine
- Missile Barrage
|
Blows the enemy up with an explosion.
|
Light of Death
|
|
Obliterates the enemy with a massive beam of energy.
|
Efficient Dispatch
|
|
Z.M.E.I. stabs the foe with his drills. He then opens his hands, pulling their skeleton through the front of their body, and violently murdering the foe in the process.
|
Intro Animation
|
Drops down from high in the sky. He raises is head and says, "You are in direct opposition with the Anti-KillGames Association and their wish to bring the world back to a peaceful state. For your actions, you will be terminated."
|
Taunt
|
Points toward the enemy, saying "You will show no resistance.", before putting their arm to their chest.
|
Respect
|
Briefly deactivates, letting out some steam, before reactivating.
|
Win Animation
|
Salutes, saying "Mission complete. Returning to base.", before flying off.
|
Alternate Costumes
|
?
|
|
Rapturn
|
- Age: 30
- Gender: Female
- Species: Demon
- Weapon: Longinus - A holy weapon that can transform between two forms: a holy spear and a large sword constructed out of holy light. She also carries around a shield, which she attaches to the weapon in spear form to form a pile bunker.
A childhood friend of Redge, Rapturn is the daughter of the Avatar of Wrath, Lucifer. Realizing all of the atrocities her kind had done, she grew to hate demonkind as a whole, her former friend, and even herself for being one of them. After escaping Hell, she joined the Crusaders, a band of mercenaries managed by the Great Imperial Church, with the sole purpose of eliminating demons from the Earth. Joining the KillGames, she hopes to utilize the wish to rid the world of demons, so they can’t hurt humanity any longer. She is devout to the beliefs, and harbors a deep hatred for all demons. As a result, she abandons her identity as one, and shows no mercy to any of them, no matter who they are.
|
Playstyle
|
Rapturn serves the role as the game’s stance character. When wielding Longinus, she focuses more on mid-range footsies, utilizing its long-range and command grabs to break down the enemy’s defenses. Once she’s got the enemy right where she wants them, she can switch to Latinus, where she can apply pressure thanks to the stance’s faster attacks and counters. Players will need to keep track of which stance Rapturn is currently in, and the role that each one plays.
- Character Type: Tricky
- Difficulty: Hard
|
Character Trait
|
Weapon Switching: Performing Rapturn's Standing Special allows you to switch between two forms. Spear Form focuses on opening up the foe and setting up for Sword Form, which has a focus on powerful blows and keeping up momentum. Both sides have downsides however. Spear Form lacks damage compared to Sword Form, and while you can take more damage, you are slower. Sword Form is faster and can deal large amounts of damage, but its moves are risky without proper set-up.
|
Spear Form
|
Standing Light
|
Y
|
A left hook.
|
YY
|
A right hook.
|
YYY
|
Strikes forward with her pile driver.
|
Forward Light
|
↑Y
|
Swings forward with her right claw.
|
Back Light
|
↓Y
|
A sweep kick. Must be blocked low.
|
Run Light
|
dY
|
Swipes forward with her shield arm.
|
Jumping Light
|
jY
|
A downward punch.
|
jYY
|
An upward punch.
|
jYYY
|
A downward strike.
|
Sword Form
|
Standing Light
|
Y
|
A shield swipe.
|
YY
|
A second shield swipe.
|
YYY
|
A slash forward.
|
Forward Light
|
↑Y
|
A sword stab.
|
Back Light
|
↓Y
|
A sweep kick. Must be blocked low.
|
Run Light
|
dY
|
A kick.
|
Jumping Light
|
jY
|
A slash.
|
jYY
|
A second slash.
|
jYYY
|
A spinning sword slash.
|
Spear Form
|
Standing Medium
|
X
|
A shield punch.
|
Forward Medium
|
↑X
|
An overhead punch with her pile driver. Must be blocked high.
|
Back Medium
|
↓X
|
An uppercut. Must be blocked high.
|
Run Medium
|
dX
|
A headbutt.
|
Jumping Medium
|
jX
|
Strikes while extending her pile driver downward.
|
Sword Form
|
Standing Medium
|
X
|
A slash forward.
|
Forward Medium
|
↑X
|
A downward slash. Must be blocked high.
|
Back Medium
|
↓X
|
An uppercut. Must be blocked high.
|
Run Medium
|
dX
|
A shield bash.
|
Jumping Medium
|
jX
|
A heavy sword slash forward.
|
Spear Form
|
Standing Heavy
|
A
|
Strikes forward as she extends her pile driver.
|
Forward Heavy
|
↑A
|
Leaps into the air and extends her pile driver downward. Must be blocked high.
|
Back Heavy
|
↓A
|
Strikes the ground with her pile driver, creating a blast of light. Must be blocked high.
|
Run Heavy
|
dA
|
Suddenly stops and extends her pile driver.
|
Jumping Heavy
|
jA
|
Extends her pile driver forward.
|
Sword Form
|
Standing Heavy
|
A
|
A heavy slash in front of her.
|
Forward Heavy
|
↑A
|
A heavy downward slash. Must be blocked high.
|
Back Heavy
|
↓A
|
A slide kick. Must be blocked low.
|
Run Heavy
|
dA
|
A rushing sword slash.
|
Jumping Heavy
|
jA
|
A diving sword slash.
|
Spear Form
|
Adamant Slash
|
B
|
Rapturn steps forward, pulling Longinus out of its pile bunker and swinging it forward into its Sword Form. Deals heavy shield damage. Acts the same on the ground as it does in the air.
|
Wall of Light
|
↑B
|
Rapturn briefly charges up, and by pressing one of the attack buttons, she'll summon a wall of light. Press any of the normal attack buttons and she'll summon it out in front of her, damaging foes close to her. Press the special attack button and she'll summon it behind the enemy, damaging them and launching them towards her if they happen to by moving away. The short-ranged version is a great defensive tool, while the long-ranged version is great for keeping the foe close. Only one of each type of wall can be up at a time. Acts the same on the ground as it does in the air.
|
Iridescent Ray
|
B (next to Wall)
|
Rapturn strikes at the wall, launching forward a long-ranged beam of light to hit distant foes. This causes the wall to disappear in the process. Acts the same on the ground as it does in the air.
|
Holy Winder
|
↓B
|
Rapturn steps backwards, before rushing forward. The backwards dash can be used to quickly dodge out of the way of attacks. Press an attack button at any point to have Rapturn follow up with an attack.
|
Holy Power
|
↓B→Y
|
Rapturn rushes forward and performs a series to punches, ending with a final punch with her pile driver. Deals multiple hits, making it good for eating through shields.
|
Holy Dominion
|
↓B→X
|
Rapturn leaps into the air and performs an uppercut, creating a cross of light in front of her and rises upward and strikes enemies.
|
Holy Ophanim
|
↓B→A
|
Rapturn rushes forward and performs a powerful punch with her shield. During this attack, you have super armor.
|
Holy Cherubim
|
↓B→B
|
Leaps into the air while quickly pulling out Longinus in its Sword Form before performing a downward slash. The jump can be used to avoid attacks.
|
Angelic Crush
|
j↓B
|
Rapturn dives downward, punching the ground. It deals damage on its own, but creates a pillar of light around her if she hits the ground. Use it to stop projectiles or strike airborne enemies.
|
Valiant Driver
|
dB
|
Rapturn lunges forward, grabbing the foe with her pile bunker arm. She holds the foe in the air, before the pile bunker rears back, charges with light, and launches the foe away with a powerful explosion. Not only deals good damage, but also drains the enemy's shield meter.
|
Sword Form
|
Adamant Shield
|
B
|
Rapturn plunges Longinus back into its pile bunker, while swinging her shield forward. Grants her invincibility and reflects projectiles if timed. Acts the same on the ground as it does in the air.
|
Shining Chain
|
↑B
|
Rapturn performs an advancing sword spin. A rekka that allows you to follow up by pressing another attack button.
|
Shining Principality
|
↑B→Y
|
Rapturn performs a wide upward swing in the arc. Launches enemies into the air
|
Shining Virtue
|
↑B→X
|
Rapturn slashes across the ground, creating a pillar of light that juts at an upward angle. It can be slow, but deals multiple hits with the initial slash, and works as a great anti-air.
|
Shining Throne
|
↑B→A
|
Rapturn continues to spin forward, slashing enemies multiple times. Ends with a final slash to launch foes away.
|
Shining Seraphim
|
↓B→B
|
Leaps into the air while quickly pulling out Longinus in its Sword Form before performing a downward slash. The jump can be used to avoid attacks.
|
Shining Twister
|
j↑B
|
Rapturn performs a spinning sword slash. Unlike Shining Chain, it has no follow-ups, but goes more distance.
|
Blast Hunker
|
↓B
|
Rapturn puts up her shield. If Rapturn is hit during this, she'll parry the attack, stunning the enemy.
|
Angelic Dive
|
j↓B
|
Rapturn dives at a downward angle, stabbing enemies with her sword.
|
Spiral Edge
|
dB
|
Rapturn lunges forward, her sword spiraling with holy energy as she thrusts it forward. A good gap closer that deals multiple hits and destroys projectiles.
|
Spear Form
|
Holy Lancer
|
rY
|
Rapturn winds up before rushing forward as her with a powerful punch, her pile bunker glowing with holy energy.
|
Holy Tempest
|
jrY
|
Rapturn creates a spiraling pillar of light around her that deals rapid damage around her, causing enemies to rise into the air. A great anti-air that can break shield extremely easily.
|
Angelic Purge
|
rX
|
Rapturn takes up a defensive stance. If she is hit, she'll parry the attack, grab the stunned foe and charges holy light straight through them. Not only does this deal good damage and stuns the target, but it also instantly causes a Guard Break, leaving the enemy defenseless. Acts the same on the ground as it does in the air.
|
Sword Form
|
Demon Smiter
|
rY
|
Rapturn raises Longinus as it grows to massive lengths before bringing it down in front of her, creating a massive shockwave of light. Acts the same on the ground as it does in the air.
|
Ring of Solitude
|
rX
|
Rapturn plunges Longinus into the ground, creating multiple blades of light that swirl around her. These blades will damage anyone near Rapturn, as well as absorb projectiles. Acts the same on the ground as it does in the air.
|
Ascension
|
rA
|
Rapturn prays, giving her a yellow aura and wings of light behind her. While in this state, she gains increased damage and speed. All of her attacks now deal heavy damage to shields, allowing her to easily break through her foes no matter how much Guard Meter they have.
|
Exalted Execution
|
rA (Bloodlust)
|
Rapturn rushes forward, striking at the foe with Longinus in sword form. After performing a few strikes, she plunges the sword into the ground, creating a massive cross of light that impales the foe, effectively crucifying them. Rapturn then recites some prayers, charging Longinus in its spear form, causing it to grow in massive size. She then ends the attack by launching the spear straight at the foe, the spear flying straight through them, killing them in the process. Instantly kills the foe.
|
Half Chop
|
- Standing Heavy (Spear)
- Forward Heavy (Spear)
- Run Heavy (Spear)
- Jumping Heavy (Spear)
- Winding Power
- Holy Lancer
|
Impales the enemy with her pile driver, pulling the foe's organ's out.
|
Burning Light
|
- Back Heavy (Spear)
- Iridescent Ray
- Angelic Crush (Pillar)
- Blast Hunker
- Shining Throne
- Holy Tempest
|
Burns the enemy with holy lights, causing their skin to melt. Leaves the enemy in a helples state.
|
Half Chop
|
- Standing Heavy (Sword)
- Run Heavy (Sword)
- Adamant Slash
- Holy Dominion
- Shining Chain
- Shining Serpahim
- Ring of Solitude
|
Slashes the enemy horizontally in half. Leaves the enemy in a helpless state.
|
Vertical Chop
|
- Forward Heavy (Sword)
- Jumping Heavy (Sword)
- Winding Dominion
- Winding Cherubim
- Shining Principality
- Shining Virtue
- Demon Smiter
|
Slashes the enemy vertically in half.
|
Bad Trip
|
|
Trips the foe into the air, causing them to fall and break their neck.
|
Zoom!
|
|
Launches the foe so that they go flying, exploding on impact with the wall. Their body can be launched into hazards.
|
Head Punch
|
|
Punches the enemy's head into their torso.
|
Brain Buster
|
|
Drives her pile bunker straight through the enemy's skull, spreading brain stuff everywhere.
|
Saw It Coming
|
|
Stabs the foe in the chest with her sword, before raising them into the foe and slamming the sword down, slicing through them.
|
Purify
|
|
Blasts a hole straight through the foe's chest.
|
The Best Offense is a Good Defense
|
|
Kicks the foe away, causing them to stumble back, before summoning a wall of light in between the foe, splitting them in half. Their front half slides down the wall, leaving behind blood, before is slumps over.
|
God Slayer
|
|
Knocks the enemy down to their knees with her shield, before her sword grows and impales the foe. She then brings the sword up, splitting them in half.
|
Intro Animation
|
Closes her fist and states "By God's decree I will make sure you fall!", before summoning her weapon.
|
Taunt
|
?
|
Respect
|
?
|
Win Animation
|
?
|
Alternate Costumes
|
?
|
|