Sonic Battle: Paradox Fighters/Character Movesets

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== Legend ==
=== Character Inputs ===
* CQC: The basic input for an attack, "A" on a controller or M1 on a mouse and keyboard. Can be changed by crouching or high-striking to change the level of attack.
* Crouching: Crouching is inputted by dragging the joystick down, or holding "C" on mouse and keyboard, and lowers the character into a crouching position, lowering their usual level of attack and reducing their hitbox slightly. Crouching when running however turns into a slide, sending the character in a fast ground-hugging slide that does slight damage and puts the opponent into hitstun when it contact with an enemy.
* High-Striking: High-Striking is inputted by dragging the joystick up, or holding "E" on mouse and keyboard, and changes the character's level of attack to be higher than usual, allowing easier contact with aerial enemies.
* Block: Blocking is an input that prevents a majority of damage that would've been taken by the character by pressing "LT/RT" on a controller or "F" on a mouse and keyboard. Has a limited durability before the character is block-broken and if timed perfectly, a block becomes a parry that both stuns the opponent momentarily, replenishes block health.
* Grab: A grab is an input that the player can use that initiates an attack that does decent damage and goes through block, its main pro however, its very detectable because of the colored highlight gained upon using it, its slow, and has high endlag making it very punishable if missed. Is inputted by "LB/RB" on controller and "G" on a mouse and keyboard.
* Special: The input for a special attack, "B" on a controller or "R" on a mouse and keyboard. Can be changed by crouching, high-striking, or aiming to the side to change the level of attack (on mouse and keyboard simply point the cursor in the direction the player wants to aim and hold M2).
* Movement: The basic input for moving a character, on controller, simply drag one of the joysticks to which ever direction the characters need to move in, or on mouse and keyboard, "A" or "D". On mouse and keyboard, the character can only run, but on controller the character can walk or run depending on how far the joystick is pulled.
* Jump: Jumping is inputted by the "Y" button on controller, or "Spacebar" on mouse and keyboard that makes the character jump up in the direction that the character is moving in. All characters have at least two jumps that they can use before having to touch the ground again or more if their passives allow so.
* Dash: The input for dashing is the "X" button on controller, or "Q" on mouse and keyboard that makes the character dash a short distance in the direction they're facing. When dashing in the air, the dash becomes an aerial strike, where the character lunges in the direction they're facing, and functions similarly to a slide, dealing slight damage and putting the opponent into hitstun when making contact with an enemy.
* Burst/Surge: The input for putting the character into Burst/Surge is pressing the joystick down on controller, or "V" on mouse and keyboard (to attain Surge, simply press the joystick down again or press "V" again while in Burst, and with a bar on the Power Meter) and fully replenishes the characters energy and stamina, as well as giving the character slight buffs to their stats when the character does a Burst. When the character uses Surge however, the character gains infinite energy and stamina for the duration of the Surge, major buffs to the charater's stats, and gains Surge Passives.
* Ultimate: The input for using an Ultimate, is pressing both "-" and "+" at the same time for controller, and "T" on mouse and keyboard, and initiates the character's Ultimate. Using an Ultimate requires one bar on the Power Meter and does a usual 40 damage although when used in Surge, all Ultimates will instakill the opponent.
=== Basic Battle Stats ===
* Chip Damage: Damage dealt past block.
* True Damage: Damage that goes through all damage reductions and status effects no matter what.
* Hyper Damage: Damage that cannot be regenerated from in any way.
* Damage Reduction: Lowers incoming damage.
* Piercing: Lowers Damage Reduction on attacks.
* Hyper Armor: Hitstun negation.
* Hitstun: The duration of stun received from a hit.
* I-Frames: Time characters are invincible.
=== Character Types ===
Characters can have up to two types.
* Fire: Character has relations to heat.
* Lightning: Character has relations to electricity.
* Ice: Character has relations to the cold.
* Water: Character has relations to water and liquids.
* Nature: Character has relations to earth and nature.
* Light: Character has relations to light.
* Darkness: Character has relations to darkness and shadows.
* Death: Character has relations to death and the undead.
* Life: Character has relations to life and spirits.
* Physical: Character is more physically inclined and powerful.
* Air: Character has more relations to the wind and flight.
* Other: For those that cannot be specified.
=== Character Playstyle ===
Character can have one or a hybrid of two or more playstyles.
* Survivalist: Character has moves and stats that lean towards outlasting the opponent or recovering health quickly.
* Attacker: Character has moves and stats that are damage focused to rapidly KO the opponent.
* Tank: Character has moves and stats that are focused to being able to take hits and overcome incoming damage.
* Blitzer: Character has moves and stats that allow them to completely overwhelm the opponent with the sheer number of attacks and the inability to catch them.
* Rusher: Character has moves and stats that can make rapidly closing the distance between characters and dealing massive damage very easy.
* Zoner: Character has moves and stats that focus on ranged attacks and keeping distance in-between them and the enemy.
* Nuker: Character has moves and stats that can very quickly KO the opponent with massive damage yet are fragile or slow.
* Adaptor: Character has moves and stats that can fill a variety of playstyles, or can swap between forms in battle to adapt to the opponent.
=== Status Effects ===
Status Effects
Name 	Effect 	Exclusive
Slowness 	Movement Speed reduced by 50% 	No
Frozen 	Opponent is encased in ice, this stuns for 2 seconds 	No
Electrocution 	Does hitstun for every tick, does not damage 	No
Bleeding 	1 stack of bleeding causes 1 damage for 1 second (Stackable) 	No
Burning 	1 stack of burning causes 2 damage for 1 second (Stackable) 	No
Poison 	Poison Deals 0.2% of max health per second. 	No
Telekenized 	Adds 0.2 seconds of start and end lag to all attacks and slows movement by 25% 	Yes
Chill 	Slows enemy by 3% every stack, at 10 stacks Frozen is applied and stacks refresh (Stackable) 	Yes
Silenced 	Adds 0.5 second start lag to their specials 	Yes
Soaked 	Doubles the effect of Electrocution or Freezing, but prevents Burning. Lasts 5 seconds. 	Yes
Vine Grip 	Same as Slowness, but is prevented by Burning. 	Yes
Cryo-Electrocution	Adds 0.1 seconds of Hitstun to all attacks and applies Slowness 	Yes
Phantom 	Every 5 Phantom Stacks will make the opponent explode. Phantom Stacks disappear after 5 seconds, timer refreshes with every stack added (Stackable)	Yes
Rot 	Rot can stack up to 50 times and is applied with every blocked hit. 1 stack of Rot adds 1% Chip Damage to attacks (Stackable) 	Yes
Corruption 	Obscures health bar of enemies with lower health 	Yes
Curse 	Apply any non-exclusive Status Effect 	Yes
Ashen Brand 	1 Stack of Ashen Brand summons 1 Ashen Blade (Stackable) 	Yes
==Playable Characters==
===Template===
===Akira===
Normals
*L. Punch: Akira causes a small explosion with his electron manipulation.
*M. Punch: Akira whips his tail around.
*H. Punch: Akira smashes his guitar upwards.
*L. Kick: Akira sweeps the leg.
* M. Kick: Akira performs a cartwheel-kick.
*H. Kick: Akira does a Taekwondo high-kick.
==== Specials====
*Get Over Here!: Akira uses his grapple shot to hone in on his opponent for a devastating kick.
*Levin Gun: Akira shoots a large burst of electricity, stunning the opponent.
*Chrono Magic: Akira uses his earring to counter any Normal by negating the attack and dealing 1/2 the damage.
====Hypers====
*Lvl 1] Thundercracker: Akira shoots out 5 lightning bolts from each of his fingers, stunning the opponent by doing continuous damage.
*Lvl 2] Thor's Wrath: Overcharge: Akira concentrates his electrical energy into one full-force punch.
*Lvl ] Storm God's Blessing: Akira at peak condition uses the Malestrom, Electron, and Gale gems and his existing power to enter his Turbocharged form, striking the opponent with blisteringly fast aerial combos. For the rest of the round, however, the arena will become stormy and ravaged, with effects only applying to the opponent. The enemy will have to worry about slippery floors, windy conditions lowering speed and airborne combo potential, and the occasional lightning strike.
Max
Normals
* Spray: Max sprays his opponent with his spray.
* Weapons: Max attacks his opponent with all of the weapons he's trained to use.
===Alan===
====Special Cond. and Passives====
Lightcutter: All attacks go through armor, and up to 10% of an opponent’s damage resistance.
Light Armor: Opponent’s damage buffs are useless against Alan.
Laser Claws: All clashes deal chip damage to his opponent.
=====Type/Playstyle=====
Light: Alan's power is light, so of course this is his element.
Physical: Alan is a melee fighter at heart, though he has ranged options.
Attacker: Alan, as the Assault Specialist, is well versed in defeating his enemies quickly, through his overall high damage attacks and specials for keeping the opponent down.
====Normals====
Normal CQC: A combo where Alan makes a few cuts with the Lightcutter Claws.
Low CQC: A combo where Alan does a few cuts low to the ground with the Lightcutter Claws.
High CQC: A combo where Alan makes two upwards cuts, before jumping up and firing down with the Lightcutter Claws.
Grab: Alan thrusts his hand forwards, and upon contact, stabs the Lightcutter Claws into the opponent's chest in Lightning mode to shock the opponent before stepping back. This also inflicts Electrocution
==== Specials====
Side Spec. Lightcutter Shot: A Special attack that has Alan fire off one of the claws of the Lightcutter Claws in the direction he’s facing.
Down Spec. Quake Throw: A Special attack that has Alan throw claws with Quake power at the floor, shaking it and disorienting the opponent if they are grounded.
Up Spec. Lightning Block: A Special attack that has Alan block with Lightning claws, Electrocuting the opponent(as well as dealing damage) if they use a normal attack against them.
====Ultimates====
=====Base Ultimate=====
Hyper Laser: Alan fires off a powerful laser from his position in the direction he’s facing.
=====Super Ultimate =====
Light Bombard: Alan strikes the location around him with light-based attacks.
=====Finisher Ultimate =====
Hyper-Be-Gone: Alan uses the Laser, Lightning, and Quake forms one after another, overwhelming the opponent.
===Dria ===
====Special Cond. and Passives ====
Tracking Blasts: All Wispon shots have slight homing.
Flyer: Dria has infinite jumps.
=====Type/Playstyle=====
Air: Dria is a Eagle and can fly, and of course uses a Eagle Wisp
Zoner: Dria fires blasts with homing in pretty much all attacks, and has skills to keep her opponent down.
==== Normals====
Normal CQC: Dria punches thrice, then fires shots from her Wispon.
Low CQC: Dria kicks against the ground a few times, then fires her Wispon into it.
High CQC: Dria flies up, kicks upwards, bringing any hit opponents into the air, before finishing off with a diving kick to the ground
Grab: Dria swipes forwards, and upon contact, grips her foe and fires her Wispon into them twice. It’s not a true projectile attack.
====Specials====
Side Spec. Wispon Fire: Dria fires her Wispon forwards.
Down Spec. Terrain Block: Dria pulls out a bunch of terrain from the battlefield and levitates it in front of enemy attacks, acting as armor for her.
Up Spec. Take Flight: Dria flies beyond reach of most enemy attacks for ten seconds, during which she can fire down on her opponents. Can be ended early by using the special again.
====Ultimates ====
=====Base Ultimate=====
Incapacitate: Dria does a similar motion to her grab, but if this hits, Dria uses her touch based telekinesis to slow their movements for 30 seconds, adding 0.2 seconds of start and end lag to all attacks and slowing movement.
=====Surge Ultimate=====
Hyper Laser: Dria fires a powerful laser from each blaster along the ground.
=====Finisher Ultimate=====
Bombardment: Dria takes to the skies on her Extreme Gear, firing down on her opponents. This cannot be dodged.
===Srish===
====Special Cond. and Passives ====
Ice Expert: Srish applies the Chill effect to opponents hit by his normals, which slows their walking speed until 10 stacks are applied, in which case the opponent freezes for two seconds and their stacks are reset, with a 10 second period in which no more stacks can be applied.
Ice Defense: Srish cannot be Frozen.
=====Type/Playstyle=====
Ice: Srish's power is ice, so that's his element.
Water: Of course, he also loves the water and can walk on it.
Zoner: Srish’s kit keeps enemies slowed or frozen, and can also fire ranged attacks.
==== Normals====
Normal CQC: Srish kicks forwards four times.
Low CQC: Srish crouch kicks twice before firing a bouncing shot.
High CQC: Srish spin attacks into the air, before kicking and firing downwards.
Grab: Srish stomps the floor, and if opponents are near enough, their feet are frozen and Srish kicks them with both legs.
====Specials====
Side Spec. Wispon Fire: Srish fires a bouncing shot forwards.
Down Spec. Ice Armor: Srish generates ice armor around himself, which gives 25% damage resistance and super armor at the cost of 0.3 seconds of start lag to normals and slower movements. Any other Special or any Ultimate breaks the armor.
Up Spec. Freeze Jump: Srish jumps high into the air then stomps the ground, instantly freezing the opponent if it hits.
====Ultimates====
=====Base Ultimate=====
Hyper Laser: Srish aims(which the player controls with the mouse) then fires a powerful laser. It has a 0.5 second start lag before you can aim or fire, and 0.5 second start lag on firing.
=====Surge Ultimate=====
Hover: Srish equips his Extreme Gear, doubling his movement speed and extending his range by a small amount permanently. Using it afterwards has Srish do a powerful stomp.
=====Finisher Ultimate=====
Ice Whirl: Srish spins around, dragging his feet along the floor in a circle, which creates and flings powerful chunks of ice to both sides of himself.
===Silence===
====Special Cond. and Passives====
Deep Specialization: Silence's specials get stronger the more they're used, up to a 20% bonus.
=====Type/Playstyle=====
Other: The Ghost Wisp is hard to define, and Silence’s power doesn’t fit in any category.
Nuker: Silence’s Wispon attacks are devastating, but he can be hit by their splash damage.
====Normals====
Normal CQC: Silence shoves his Wispon forwards, then swings it around himself, then thrusts it forwards.
Low CQC: Silence does a sweeping kick, tripping the opponent if hit, then gets up and stomps the opponent a few times.
High CQC: Silence swings his Wispon upwards, then fires it at a upwards angle.
Grab: Silence makes a two handed grabbing motion, and if that hits, he knocks them to the floor and jumps back, before firing a rocket at them.
====Specials====
Side Spec. Wispon Blast: Silence fires his Wispon straight on. The shot is explosive, and the explosion can hurt Silence. Same goes for the opponent if it is reflected.
Down Spec. Upwards Fire: Silence lies flat and fires his Wispon at a upwards angle.
Up Spec. Rocket Blast: Silence jumps into the air and fires his Wispon below him. It ignores foes and only explodes on the ground.
====Ultimates====
=====Base Ultimate=====
Hyper Laser: Silence fires a powerful laser close to the ground.
=====Surge Ultimate=====
Complete Silence: Silence silences his opponent, giving them 0.5 second start lag to their specials.
=====Finisher Ultimate =====
Stealth Strike: Silence gets on his Extreme Gear and goes invisible/invincible, firing rockets at his opponent.
===Fital===
====Special Cond. and Passives====
Perfect Parry: Block at the right time, and the opponent is forced into Parry Slowdown, slowing all their actions by 50%.
Clash Breaker: Fital in the Dragoon Suit wins all clashes, except with opponents with their own clash winning skills.
Energy Shield: Fital takes less damage if his Energy Bar is high, up to 15% less. In the Dragoon Suit, however, this is ignored in favor of a universal 5% damage resistance.
Base Resistance: Fital has a 50% chance of ignoring any status that is non-unique.
===== Type/Playstyle =====
Other: Fital uses general energy blasts, and Energy’s no element.
Tank: Fital’s abilities help fend off damage, and he can swap to a slower style that’s even more defensive mid battle.
====Normals====
Normal CQC: Fital directs a cutting beam in a downwards slash, then a upwards one, then flings it forwards.
Low CQC: Fital spindashes, gets up with a upwards kick, then summons energy spikes below his opponent.
High CQC: Fital backflip kicks, summons energy blasts to knock the opponent to earth, then flies forwards with a energy aura.
Grab: Fital lunges forwards, and upon contact with the opponent, directs energy blasts into them.
----Normal CQC: Fital swings the drill forwards then back, before firing it off.
Low CQC: Fital swings the drill downwards, before drilling into the ground/opponent.
High CQC: Fital flies into the air, then dashes downwards with the drill, drilling into the ground, spinning around off it's momentum and finally firing it upwards.
Grab: Fital jets forwards, and upon contact, pins them to the floor with the Dragoon Suit's rocket boots, burning them for a bit.
==== Specials====
Side Spec. Energy Strike: Fital fires off three energy blasts.
Down Spec. Dragoon Suit: Fital equips the Dragoon Suit, switching up his moveset.
Up Spec. Whirlwind Spin: Fital uses his Sonic aspects and spindashes in a tight circle, summoning a whirlwind that can draw in foes.
----Side Spec. Laser Fire: Fital fires off a quick shot with the gun arm.
Down Spec. Deequip: Fital dispels the Dragoon Suit.
Up Spec. Bombard: Fital flies up and fires eight laser shots in a spread.
====Ultimates====
=====Base Ultimate=====
Laser Strike: Fital summons a laser under his opponent's feet. It only takes half a second to activate. In the Dragoon Suit, the laser comes out of the gun arm.
===== Surge Ultimate=====
Energy Bombing: Fital fires off a lot of energy shots forwards. In the Dragoon Suit, they're missiles from above
=====Finisher Ultimate=====
Destroyer: Fital fires many, many shots at the opponent.
===Eror===
====Special Cond. and Passives====
Energy Barrier: Eror takes 50% less damage, and has double the normal amount of energy, but loses energy every hit.
Base Resistance: Eror has a 50% chance of ignoring any status that is non-unique.
=====Type/Playstyle=====
Elemental: Eror can use every element.
Adaptor: Eror’s kit allows him to swap between a quick playstyle and a powerful playstyle.
==== Normals====
Normal CQC: Eror directs a energy blast with each hand, before spinning four around himself.
Low CQC: Eror summons small bursts of energy in front of himself.
High CQC: Eror summons energy spikes over himself twice.
Grab: Eror summons whips, and if they hit, they wrap the opponent up, before flinging two explosive shots at them.
----Normal CQC: Eror swings his hammers one at a time, then spins around with them.
Low CQC: Eror smashes the ground in front of him multiple times.
High CQC: Eror swings his hammers upwards one at a time twice.
Grab: Eror slams the ground, entrapping the opponent in both ice and vines if close, before crushing them between his hammers
====Specials====
Side Spec. Element Shot: Eror fires off a energy shot. The shot can be charged with Burning, Freezing, Electrocution, Soaking, Vine Grip or just deal damage.
Down Spec. Weapons Expert: Eror pulls out his hammers, switching his moveset to a slower, stronger one.
Up Spec. Targeted Blast: Eror sets a target into the ground. Use the attack again to activate it, generating a explosion of any element Element Shot uses.
----
Side Spec. Element Fling: Eror spins like a top, flinging orbs charged with Burning, Freezing, Electrocution, Soaking, Vine Grip or just damage. This can be held down.
Down Spec. Deequip: Eror puts away his hammers, switching his moveset back to the faster, weaker one.
Up Spec. Hammer Smash: Eror smashes both hammers down, sending up a pillar of any element Element Fling uses.
==== Ultimates====
=====Base Ultimate=====
Bullethell: Eror summons a burst of elemental bullets, or elemental balls around himself.
=====Surge Ultimate=====
Mega Blast: Eror throws one massive energy ball at the opponent, or smacks it with a hammer.
===== Finisher Ultimate=====
Death Strike: Eror summons his halberd, and slashes forwards with immense power. If the opponent is hit, it instakills.
===Ecto===
====Passives====
The Fastest: Slowness only slows Ecto down by 10%
Maximum Vitality: Poison only deals 0.1% of Ecto's health every three seconds.
=====Type/Playstyle=====
*Death: Ecto mostly resembles a ghost both in abilities and how he was made as well as now having contact with Death and because of the Death Essence within him.
*Blitzer: Ecto excels at maintaining pressure on his opponents by moving around them absurdly fast and launching an overwhelming assault of attacks being able to completely blitz people in seconds due to his speed.
====Normals====
Neutral CQC: A combo where Ecto throws a combination of punches and kicks.
Low CQC: A combo where Ecto throws a few crouching kicks and punches targeting lower than usual.
High CQC: A combo where Ecto throws a series of high kicks finishing off with a flying knee.
Grab: Ecto swipes his arm forwards and upon contact, grabs the target with both arms and pulls them into a knee strike before separating and upon miss, has half a second of endlag.
====Specials====
Down Spec. Windmill Kick: A Special attack in which Ecto spins around and unleashes a spinning kick.
Neutral Spec. Chaos Control: A Special attack where he initiates a counter-attack by slowing down time and attacking his foe(s).
Up Spec. Soaring Kick: Ecto kicks his opponent in the chin, sending them into the air.
Side Spec. Spindash/Homing Attack: A Special Attack where Ecto revs up a spindash or charges a homing attack, then bashes into the nearest foe.
====Ultimates====
=====Base Ultimate=====
Super Ecto: An Ultimate where Ecto attains his super form and deals heavy damage to all enemies in range.
=====Surge Ultimate=====
Time Destroyer: An Ultimate that can only be activated when Ecto's Surge Bar has maxed out. Ecto destroys the timeline and sends his enemies to the Infinite Void to be consumed by the darkness, leading Chaos to KO them.
=====Finisher Ultimate =====
Quasar Cannon: An Ultimate that can only be activated when Ecto's Base Ultimate, deals enough damage that is KOs and has a different animation where while super, Ecto takes out the Overlord Diamond and fires a Quasar Cannon at the enemy resulting in a KO.
===Armageddon===
====Passives====
Taloned: Most of Armageddon's attacks utilize claws which tear through flesh and cause bleeding. 1 stack of bleeding is applied for every hit and caps at 5 (1 stack of bleeding causes 1 damage for 1 second).
Heavy Hits: Upon hitting a grab or special, Armageddon prevents the opponent from regenerating stamina and makes them take more stamina for a short duration. His hits also deal a small amount of "hyper damage", damage that cannot be regenerated by any means.
Tank: Armageddon's grab attack has 10 damage hyper armor when used.
Braced Attack: Armageddon will always win an attack clash (when two attacks are used at the same time he won't have his move canceled).
Bloodlust: Upon KOing an opponent, Armageddon gains a permanent buff which lasts till the end of the round or he KOs the opponent again that boosts his damage, attack speed, and movement speed by 10% (excluding Ultimates).
Ecstasy: Upon KOing an opponent twice, Armageddon gains a permanent buff which lasts till the end of the round that boosts his damage, attack speed, and movement speed by 25% while reducing all incoming damage by 10% (excluding Ultimates). Bleed stack limit also increases by 5 and grab has 15 extra hyper armor.
====Normals====
Neutral CQC: Armageddon lashes out with a claw strike, an uppercut-like claw strike, and finishes with a roundhouse kick. Knocks the opponent back and ragdolls upon hitting the floor.
Low CQC: Armageddon stomps the floor dealing AOE damage and knocking anyone caught within the radius into the air before hitting them with a gut punch and finishing by grabbing the opponent and slamming them into the ground. After a successful slam the opponent will be knocked into the air once more for a combo chance.
High CQC: Armageddon swipes with his left claw, upon making contact will pull the opponent's head into a knee strike to the skull, a left hook, and finishing with a crescent kick. Knocks the opponent back and ragdolls upon hitting the floor.
Grab: Armageddon uses his right arm to grab the opponent's neck and when in range, Armageddon will slam the opponent's body into the ground before grabbing their leg and slamming them into the floor twice more before tossing them into the air. Knocks the opponent back and ragdolls upon hitting the floor.
====Specials====
Down. Spec:
Up. Spec: Armageddon rips upward with his right claw taking him and whoever was hit by it into the air where he can begin comboing the opponent.
Neutral. Spec
Side. Spec:
====Ultimates====
=====Base Ultimate=====
=====Surge Ultimate=====
=====Finisher Ultimate=====
===Cyne===
====Special Cond. and Passives==== 
*Self Taught Super Form: After losing 1 Round start the next round in Super Form
*Master Emerald's Blessing: After losing 2 Round start the next round in Hyper Form
*Phantom Force: When 10% HP and lower Phantom Force will activate for 20 Seconds. All projectiles are deflected, giving projectile Immunity for the brief period, forcing enemies to move close quarters. This does not give immunity to beams or aoe.
===== Type/Playstyle=====
*Ice: Part of Cyne's power come representative of his mother and manifests as Ice.
*Lightning: Part of Cyne's power come representative of his father and manifests as Electricity.
*Rusher/Attacker: Cyne is known for his speed and high tier reflexes. Often times making a good combination with his forms. This let's him get in quick and get out faster all while keeping an edge, but not to the point where he's unpredictable. His transformations also give him a wide array of attacks to choose from, turning up the heat with each moveset though becoming harder to use.
====Normals==== 
*High CQC: Combo where Cyne, sweeps then punches the opponent upwards before continuing with a three hit aerial combo and slamming them down.
*Normal CQC: A combo of kicks ended by a hook punch.
* Low CQC: A sweep that transitions into a flip kick before jumping and slamming the opponent to the floor.
*Grab: Cyne does a low grab, pulling the opponents leg and causing them to fall. Set up for a combo.
----
*High CQC V2: Super Cyne uppercuts his opponent into the air, he then kicks them to the ground and stomps down to them. He ends this combo off with a force push.
*Normal CQC V2: A barrage of punches ended by a thunderous kick.
*Low CQC V2: Super Cyne snaps his finger causing energy to explode under the opponent multiple times and teleports to them at the end.
*Grab V2: Super Cyne grabs the opponent and throws them up before unleashing a pillar of energy.
----
*High CQC V3: Hyper Cyne does a jump kick and flings the opponents to the sky, he then does a unseeable barrage while a clone of him fires an energy blast down to the ground, ending the combo.
* Normal CQC V3: Hyper Cyne, throws a jab and goes past the opponent. He snaps his fingers and a ton of hits would land on the opponent, on the third snap they are blown away. (You can block between the snaps to get out of this)
*Low CQC V3: Hyper Cyne stomps the ground creating a shockwave multiple times, ending with a ground punch
*Grab V3: Hyper Cyne punches the opponent, this punches them into a clone that grabs them. Hyper Cyne ends it off by shooting a laser through them with two fingers.
====Specials==== 
* Blizzard Spikes: Cyne enters his Glacial Frost Mode briefly and causes ice spikes to rise in front of him.
*Voltage Blitz: Cyne dashes forward, entering his Charged Voltage Mode briefly and striking almost instantly.
*Illusion Counter: Cyne pulls out the Phantom Ruby and spins it on his Index Finger, If he's hit counter by teleporting behind enemy and leaving a clone in your previous position. Countered enemy is stunlocked for 2 seconds.
---- 
*Chaos Spout: Super Cyne summons a circle under his opponent, after 1 second it erupts into a spiralling pillar of chaos energy.
*Super Cryo-Electric Hammer: Super Cyne charges his fist with Cryo-Electricity and dashes forwards to slam it into his opponent. On successful hit apply slowness.
*Wrathful Counter: Super Cyne turns his head downwards and away from the screen, his quills turn from yellow to black. If he is hit use the Super Dark Form to land a series of instantaneous blows on opponent.
----
*Hyper Shine: Hyper Cyne covers himself in a rainbow like aura, all incoming damage reduced by 50% for 15 seconds. Can't use Specials or Ultimates while active.
*Roaring Fist: Hyper Cyne punches forwards, unleashing a massive shockwave.
*Warp Counter: Hyper Cyne extends a hand and puts a portal in front of him. Ranged attacks will reflect back at the attacker through the portal. Physical attacks will cause attack to be pushed into the air and slammed down by an energy blast.
====Ultimates====
=====Base Ultimate=====
Frostbolt: Cyne enters his Dual Hybrid mode briefly, shooting off a giant ball of Cryo-Electricity before transforming back to base. This applies slowness for 7 Seconds and electrocution. (5 ticks of hitstun through the course of 3 seconds, electrocution does not damage)
----Super Frostbolt: Super Cyne enters his Dual Hybrid mode on top of his super form, instead of a ball of Cryo-Electricity it shoots as a giant beam. This applies slowness for 10 Seconds and electrocution. (8 ticks of hitstun through the course of 5 seconds, electrocution does not damage)
----Spectral Flash: Hyper Cyne lifts a finger that sends a shockwave forward, it will fling up the opponent and two Cyne Clones will shoot a barrage of energy blasts, ending with Hyper Cyne snapping his finger and blowing them up.
=====Surge Ultimate=====
Dual Hybrid: Cyne enters his Dual Hybrid Mode for the remainder of the round, increasing his speed and damage slightly, all normals receive increased range as well, signified by by a Electro-Cryonetic fist projectile (Very Short Range) which apply extra 0.1 seconds of stun to normals and 1 second of slowness.
----Super Stage 2: Super Cyne takes his Super Form to the next level for the remainder of the round. All energy must be gained from hits or charging, in turn speed and damage is increased as well as an additional jump.
----Ultimate: Hyper Cyne advances to Ultimate Cyne for the remainder of the round. All CQC start off with a teleport if close enough. You will get energy gain from no sources of damage and must generate it yourself. Hit's apply Phantom Stacks. Every 5 Phantom Stacks will make the opponent explode. Phantom Stacks disappear after 5 seconds, timer refreshes with every stack added.
===== Finisher Ultimate=====
Phantom Dance: Cyne pulls out the Phantom Ruby and point's towards his opponent, they are hit by the beam he shoots out and a cutscene will play out. In the cutscene they will be electrocuted and then frozen, Cyne will take out the Phantom Ruby and force the enemy into his "Phantom Zone" where they will be blasted with pure Phantom Energy, shattering the pocket dimension before it implodes, ending the cutscene and ultimate.
----Phantasmal Blitz: Super Cyne lift's the Phantom Ruby and creates millions of clones. Super Cyne sends the opponent to Null Space with all of his clones following. The clones then do a constant stream of unseeable strikes, slowly illuminating Null Space until the dimensional barriers shatters and causes a Hyper Nova that turns into a blackhole, sucking up the opponent. All of the clones reform back into Super Cyne and he snaps his finger, erasing the Black hole the opponent ws within.
----Phantom Finale: Hyper Cyne takes out the Phantom Ruby and smashes it into the opponent, the resulting reality begins to fail and become heavily distorted, until it shattered causing for darkness to over take everything. Soon a shattering would be heard and the Phantom Ruby shatters, the characters would return to visibility only for Cyne to be the only one left.
===Dr. Bagon===
====Passives==== 
*Rot: Blocking any attacks will leave enemies with "Rot". Rot can stack up to 50 times and is applied with every blocked hit. 1 stack of Rot adds 1% Chip Damage to Dr. Bagons attacks. Rot does not refresh until round is over.
*Corrupt: Enemies with Less HP then Dr. Bagon will not be able to see their health, only appearing as a full purple bar.
*Curse: Every ten hit's from Dr. Bagon applies a random effect. This can range from any effect in the game except for character exclusive ones.
*The Feeling Of Death: Every 10% HP Dr. Bagon loses adds 1% Piercing to his normals (Capping at 9%). Piercing is a stat that reduces damage reduction.
=====Type/Playstyle===== 
*Death: The Mask of Svarntau naturally gives him a connection to nothingness and all of the negatives that can possibly exist, Death being one of these.
*Darkness: The Mask of Svarntau is considered "The Last Darkness" and is apocalyptic in nature.
*Blitzer/Zoner: Dr. Bagon is a trained assassin and a highly intelligent biologist, with these two combined Dr. Bagon applies pressure with a high speed array of attacks. Most of his attacks involve range (Mainly the quills) and rely on poison to chip away at the enemies health, with quick attacks and good range in an attempt to win without too much risk of taking hits.
==== Normals====
Low CQC: Dr. Bagon slides, sweeping the opponent before flipping and kick the opponent above him. He then takes out some quills and slashes them up, leaving them to fall (This applies Poison for 2 seconds, Poison Deals 0.2% of max health per second.)
Neutral CQC: Dr. Bagon dashes forward with a flying knee, flipping off the opponent and flying down towards them. Dragging them through the ground.
High CQC: Dr. Bagon does a flip kick and sends his opponent into the air, he then throws quills at the skewering them, ending it with a high jump into a downwards kick. (This applies Poison for 2 seconds, Poison Deals 0.2% of max health per second.)
Grab: Dr. Bagon jumps onto his opponents shoulders and grabs there face, blasting at it with darkness.
====Specials==== 
*Biomon Creation:
*Unholy Avalanche:
*Deadly Dance:
====Ultimates====
=====Base Ultimate=====
=====Archdemon Summoning: =====
=====Surge Ultimate=====
Lich Evolution:
===== Finisher Ultimate=====
Abaddon Summoning:
===Scope===
====Basic Attacks ====
*Scope's basic attacks will start with some punches and kicks
*Some attacks could also be based after the different weapons he wields
==== Special Attacks==== 
*Sengoku Phantom: Scope turns into "Shin Splicer" one of his corruption forms and slices his enemies throughout the battlefield
* Manipulative Railcannon: Scope turns into "Monochrome" one of his corruption forms and fires a large beam from his rail-gun arm
*Astray Eyes: Scope turns into "Ten-Kai" one of his corruption forms and makes Scope increase his physical skills
*Sonic Doom: Scope turns into "Zero-Vee" one of his corruption forms and fires a barrage of cyber corrupted blades towards his enemies
====Ultimate V1====
Ruination's Rush: Scope turns into "Ruineagan" one of his corruption forms and ravages the battlefield showing no mercy towards his enemies 
====Ultimate V2====
Psychotic Cyber Orgia Mode: Scope rushes towards his opponents attacking with a different corruption form and ending off by turing into Cyber Super Scope and corrupting all of his opponents' abilities.
=== Cinder, the Ashen One===
====Passives====
*Burning Blades: Any of Cinder's hits applies one stack of burning (caps at 5 stacks).
*Fire Immunity: Burning doesn't affect Cinder at all.
*Last Blaze: Upon reaching his last life, Cinder gains a small 5% stat boost to all his stats and now regens energy and stamina at a doubled rate (burning also now caps at 7 stacks).
*Arsenal: Cinder can change his weapon of choice to 6 different weapons changing his moveset between weapons.
*Blaze Dash (Surge Only): During Cinder's Surge, every time he dashes, it's replaced by him teleporting in the direction of the dash while spawning small bursts of Ashen Flame that deal a small amount of damage and stun the opponent while burning them.
*Ashen Brand: Every 3 hits in a combo, apply 1 stack of Ashen Brand to the opponent. Upon hitting either the "7" button on PC, a double-block input on controller, or automatically after 20 seconds of applying the last stack of Ashen Brand, consume all stacks of Ashen Brand and summon the same amount of Ashen Blades that automatically home to the opponent. One Ashen Blade does 3 damage and apply 1 stack of Burning and are both blockable or dodgeable but are uncounterable.
=====Type/Playstyle=====
*Attacker/Rusher: Cinder's kit allows him to deal high damage rapidly while maintaining pressure by closing distance rapidly between him and the opponent.
*Fire: Cinder's main abilities revolve around Ashen Flames, a gray ash-like flame that exudes ash particles and rapidly burns whatever touches it into a fine gray ash.
====Normals====
=====Greatsword=====
Neutral CQC: Cinder swings the greatsword in a horizontal fashion, followed by an upwards diagonal slash, then ends with smashing the blade into the ground with an overhead swing.
Low CQC: Cinder swings the greatsword along the ground hitting their feet and knocking them into the air before knocking them up again with an upwards slash and finishing with a dropkick while they're falling.
High CQC: Cinder performs and overhead slash before thrusting the blade forwards into the opponent and unleashing a flame pillar dealing several hits in an AOE radius.
Grab: Cinder swipes with his left hand, upon making contact he will grab the opponent's throat and his hand will glow a bright orange before unleashing a fire storm of Ashen Flames on his opponent before they're knocked back. Knocks the opponent back and ragdolls upon hitting the floor.
=====Lance=====
Neutral CQC: Cinder performs a dashing thrust with the lance before reverse gripping it and stabbing them again finishing it by stabbing the tip into the ground causing three fire pillars to burst upwards and hit the enemy each time.
Low CQC: Cinder performs a low sweeping motion with his lance before stabbing it through his opponent and rotating performing an overhead slam, smashing his opponent into the floor with his lance behind him.
High CQC: Cinder executes an upwards slashing motion launching the opponent into the air before creating a pillar of flame that shoots them sideways, another one that shoots them upward, and finally one that shoots them back down.
Grab: Cinder swipes with his left hand, upon making contact he will pull the opponent into his lance piercing them through the torso before pulling out the spearhead. Ragdolls after grab finishes.
=====Daggers=====
Neutral CQC: Cinder performs two alternating slashes with the daggers before using the blades to make an X slash in the direction he's facing.
Low CQC: Cinder throws two short-ranged daggers before following up with a dashing slash attack that knocks people into the air for a combo opportunity.
High CQC: Cinder executes a leaping overhead slash with both blades before using the left blade to perform an upwards spinning slash and repeats with his right dagger.
Grab: Cinder does a dual-bladed thrust, upon making contact he will pull the daggers out before following-up with a dashing X slash and then throwing the blades into the opponent.
=====Mace and Battle Hammer=====
Neutral CQC: Cinder uses his right hand to perform an overhand strike with his mace and then another similar overhand strike with his battle hammer using his left hand before finishing with an upwards swing using the mace to knock them into the air and then slamming both weapons into the opponent's skull.
Low CQC: Cinder strikes the opponent's knees with a horizontal swing with his mace before performing a side-kick to the jaw, knocking the opponent into the air and finishing with a downwards flying kick that slams the opponent into the ground while dragging them across it as they're falling down.
High CQC: Cinder performs an upwards strike to the jaw using his mace, launching them up into the air, following by summoning a pillar of Ashen Flame that blasts them in an upwards direction, before jumping up and slamming both weapons into the opponent's face, launching them down to the ground.
Grab: Cinder swings his mace horizontally stunning the opponent before pulling them into two consecutive knee strikes to the body and one hard knee strike to the jaw.
=====Battleaxe =====
=====Chain Blade=====
====Specials====
=====Greatsword=====
Down. Spec: Cinder raises the blade of the sword and slams it into the ground unleashing a pillar of Ashen Flame on either side of his body. When in air, it will send him plummeting down dealing more damage the higher he is. Can hold the button to charge the attack up to three charges for up to two additional fire pillars on each side.
Up. Spec: Cinder swings his sword upwards taking himself and anyone caught by it into the air before swinging his sword back down in an overhead slash unleashing a flaming slash as he does so.
Neutral. Spec: Cinder opens his arsenal tab which allows the player to switch in-between: Greatsword, Lance, Daggers, Mace & Hammer, Battleaxe, and Chain Blade using the number keys 1-6 or dragging either joystick on controller.
Side Spec: Cinder performs three consecutive slashes unleashing fiery slashes that act as ranged projectiles however they stop only after a few meters instead of stopping when going off-screen.
=====Lance=====
=====Daggers=====
=====Mace and Battle Hammer=====
===== Battleaxe=====
=====Chain Blade=====
====Ultimates====
=====Base Ultimate=====
Ashen Storm: Cinder equips the Ashen Greatsword before performing a diagonal slash, upon making contact, a cutscene will play out where he then thrusts the blade through the opponent and slams them into the ground behind him before enveloping them in a massive tornado of Ashen Flames that burns them repeatedly dealing 50 true hyper damage. After the Ultimate, Cinder will say either the voice line: "I hope that didn't hurt too badly," Or: "The scars will heal eventually,"
=====Surge Ultimate=====
Scorch Phoenix's Wrath: Cinder will teleport behind the opponent and initiate a grab (unblockable, unparriable, and uncounterable you have to dodge it using a dash or teleport), upon making contact, a cutscene will play out where he unleashes a fire explosion from the hand he grabbed the opponent with before following by using his greatsword to execute an upwards Ashen Flame-coated slash, leading in a series of piercing strikes with his lance, then throwing several Ashen Flame daggers into the opponent, followed by several hits from his mace and hammer, then an overhead slam with his battleaxe, before using the chain blade to slash the enemy several times and then wrap around them, pulling them into his grasp yet again, and finally finishing by summoning several Ashen Flame pillars onto the opponent and then engulfing them in a miniature sun of Ashen Flames, insta-KOing the enemy. After the Surge Ultimate, Cinder will say the voice line: "Let your ashes drift away and join the others,"
=====Finisher Ultimate=====
Ashen Fury: Cinder equips the Ashen Greatsword before performing a diagonal slash, upon making contact, a cutscene will play out where several Ashen Blades will appear and pierce the enemy in quick succession while the voice line: "Not enough..." Plays before he then rushes them unleashes a flurry of attacks with his sword while the voice line: "Not enough..." Plays again but with more force while he finishes the flurry with a downward slash flinging them to the ground while a pillar of flame erupts behind them launching them sideways then another one launches them upwards and the voice line "NOT ENOUGH!" Plays for a third time, this time being yelled. He finishes the Ultimate by making two diagonally stretching slashes form an "X" on the enemy's body before the voice line "I WILL MAKE YOU SUFFER JUST AS MUCH AS I DID!" Plays while simultaneously, he performs a final overhead slash infused with a huge amount of Ashen Flame that finally KOs the opponent. After the Finisher Ultimate, Cinder will say the voice line: "I'm sorry it ended like this..." Or: "This wasn't the outcome I wanted..."
====Burst====
Upon activating Burst (by using one bar of the Boost meter), Cinder gains an orange firery aura to his model and regains all of his energy and stamina bar as well as gaining a small 5% stat boost (excluding damage resistance) for 20 seconds or either him or his opponent is KOed as well as temporary buffs to the energy regen speed and stamina Regen speed for the duration of the burst.
====Surge====
Upon activating Surge (by using one bar of the Boost meter while in burst, basically use two bars of the Boost meter), a cutscene will play out where the armor Cinder's wearing erupts into flames, two phoenix-like wings sprout from his back bearing Ashen Flames, and he transforms into "The Scorching" while Torrin says the voice line: "Let the cinders burn,". Surge lasts for 20 seconds from the moment it is activates and during the 20 seconds it's active, stamina and energy bars are always full, he gains a 10% stat boost and a 5% damage resistance boost, and his Ultimates now instakill. During Cinder's Surge specifically, all his grabs gain 10 damage hyper armor and his dashes become teleports that also release Ashen Flame bursts that deal 3 damage, apply one stack of burning, and put anyone hit by it in hitstun for 0.5 seconds.
==Unlockable Characters==
===Raid===
====Passives==== 
*Perfect Existence: Blocking allows for no damage to chip through. Blocking also has a 20% chance to counter Grabs and not be grabbed.
* The Chosen One: 1% chance when hit by any attack that Raid is surrounded in light, allowing I-frames for 1 second. This is meant to escape combos.
*The Survivor: Raid is incapable of clashing, as his survival instincts and luck helps him determine the best course of action. Anytime a clash would happen, Raid cancels it and teleports behind or away from his opponent.
===== Type/Playstyle===== 
*Life: The Chains of Prismaline naturally give him a connection to existence and all of the positives that can possibly exist, Life being one of these.
*Light: The Chains of Prismaline is considered "The First Light" and is primordial in nature.
*Survivalist: Raid's innate ability is to be a perfect survivor, being capable of living within any environment or situation. Raid can sustain himself within battle by stealing stamina and healing himself, allowing him to last in fights even through high damage.
====Normals====
Neutral CQC: Raid dashes forwards with his leg slinging the opponent back, he then pulls them back with an attached chain and slams them into the ground with his fist. The opponents body bounces back up, allowing him to wrap them in chains and slam them on the other side opposite to where Raid was facing.
Low CQC: Raid slings his chain downwards, tripping the opponent before slamming his chain down on them multiple times.
High CQC: Raid slings his chain and grabs the opponent by their hand and pulls them forward, uppercutting them. Raid then slings his chain upwards and pulls himself towards the midair opponent, rapidly slashing them with it mid air and wrapping them in the chain, slamming them down.
Grab: Raid wraps the opponent in the Chains of Prismaline and spawn Aethereal Blades to pierce them.
====Specials ====
Starline Gaze: Raid poses to counter, if he is hit he will grab the opponent by the neck and slam them into the ground, conjuring a pillar of light in the process.
Resurrection: Raid poses for 15 seconds (Cancelable), during this he will slowly heal any lost hp (Heals 10% at 15 Seconds) Can be canceled or will cancel when hit. Raid cannot move while in use.
Soul Judgement: Raid dashes forward with a palm and pushes out his enemies Spirit. He then grabs the spirit and drains the Life-Force from them before throwing it back into the enemies body. This move drains the opponents energy.
Heavenly Armament: Raid points forward and portals of light appear around the enemy. If not dodged they will grab the enemy and bombard them with Aethereal blades.
====Ultimates====
=====Base Ultimate=====
Prismatic Blender: Raid manifests a sharp blade at the end of his chain. Spinning it wildly and barraging the enemy, cutting through them and dimensional barriers and the map changes with every slash until it ends, bringing the characters back to the original map.
=====Surge Ultimate=====
Prisma Form: Raid transforms, gaining a pink tint and aura. All of his normal attacks spawn blades of light with a 1/5 chance for every hit. Blocking attacks at the perfect time will cause a light to flash on the screen, stunning the enemy for 0.2 seconds. Soul Judgement now heals your own energy for 33% of what's drained. Resurrection now takes 10 seconds for max heal (10%) instead of 15. Starline Gaze now ends by pulling the enemy out of the light pillar with the chain and slamming them, causing a small explosion.
=====Finisher Ultimate=====
Existence Overwrite: Raid uses the Chain of Prismaline to overwrite the fundamental laws of the existence. Raid grabs his enemy and if done successfully, it will show Raid overwriting their existing data to make them lose.
===ASD===
====Special Cond. and Passives====
Emergency Need: At 25% HP, ASD goes Super with Chaos Emeralds, giving them a 25% damage boost and 10% damage resistance.
Dagger Guard: ASD can attack with low damage daggers while guarding. As well, if grabbed while guarding, they'll stab the opponent with said daggers, breaking the grab.
Sharpened Daggers: All dagger attacks inflict Bleeding.
No Blood: ASD cannot be Electrocuted, Poisoned or Bleed.
===== Type/Playstyle =====
Other: ASD combines a number of elements into one complete package.
Blitzer: ASD is a incredibly fast fighter in terms of attack speed, never having to commit to a normal attack and being able to get away. His daggers can also rack up the damage with their bleeding effect.
====Normals ====
Normal CQC: ASD slashes in a upwards arc, with their daggers following the same path for chip damage, then in a downwards arc with the daggers following, and then swaps to Srish’s form and kicks forwards, with the daggers stabbing slightly farther forwards.
Low CQC: ASD throws four daggers low, one at a time, with them coming back a second after.
High CQC: ASD slashes upwards, with the daggers acting as a lower damage extension of the sword, then transforms into Dria’s form and flies up, before flinging the daggers down, slightly apart from one another.
Grab: ASD reaches out with both hands, trapping the opponent in telekinesis if they hit, before ramming their sword into them.
====Specials====
Side Spec. Icelight Shots: ASD flings hardlight shots enhanced with ice forwards.
Down Spec. Reflective Guard: ASD summons ice, then levitates it as a barrier that also reflects projectiles. It only lasts for five seconds.
Up Spec. Drill Blade: ASD swings his sword in a arc, then levitates it and spins it like a drill, covering it in hardlight to resemble a drill, before sending it upwards.
====Ultimates====
=====Base Ultimate=====
Arctic Flare: ASD summons a ice wall and directs light onto it, and if the opponent is in front of and facing it, they will be stunned, allowing ASD to follow up.
=====Surge Ultimate=====
Zero Spear: ASD creates a ice spear, and using telekinesis, flings it at the opponent, before attempting to stab it into them from above twice.
=====Finisher Ultimate=====
Light Slicer: ASD summons four light swords, and flings them at the opponent with telekinesis. A cutscene will then play where the swords slash apart the opponent.
===The Reaper===
====Passives====
Durable: The Reaper has 30% damage reduction to all attacks. This can only be bypassed by light or life based attacks.
Inexhaustible: The Reaper's energy bar is permanently increased by 40%.
Divine Power: The Reaper is immune to all non-exclusive status effects.
Soul Monger: For every KO that The Reaper gets, it obtains a soul. The Reaper can spend a soul to get a thirty second 5% bonus to energy, speed, and a 2.5% bonus to damage. He also regains 20% of his health.
====Normals====
Neutral CQC: The Reaper swings his scythe in a wide arc, causing one stack of bleeding.
Low CQC: The Reaper slides into his enemy's legs, making them bend over into his scythe which is trailing behind him. He then flings his skewered foe into the ground. This also causes one stack of bleeding.
High CQC: The Reaper headbutts his opponent and sends them flying into the air.
Grab: The Reaper knees his opponent in the gut, and then wraps his scythe blade around their throat and tosses them across the stage.
====Specials====
Down Spec. Necrotic Growth: The Reaper slams his scythe into the ground, causing death energy to spread around him. Anyone in the area takes 1 damage every 0.5 seconds.
Up Spec. Necrotic Rain: The Reaper jumps into the sky and begins to rain down daggers of death energy on the arena.
Neutral Spec. Glare Of Doom: The Reaper takes off his mask and glares around. Anyone in a radius around him takes heavy damage and gains three stacks of bleeding.
Side Spec. Soul Steal: The Reaper dashes towards his enemy and smacks his hand into their chest. He steals a small amout of their current HP and heals himself that amount.
====Ultimates====
====Base Ultimate====
Unrestrained Fury: The Reaper unleashes a devastating combo of attacks that steadily drains his opponent's health.
=====Surge Ultimate=====
Requiem: The Reaper summons a spectral violin and plays a short, haunting tune. His opponent's health is drain out of them at an alarmingly fast rate. In addition, his enemy gains thirty seconds of slowness.
=====Finisher Ultimate =====
The World Will Burn: The Reaper sets the arena on fire with Death Flame. He then picks up their charred corpse and consumes what is left.
==Non-Playable Characters==
===Terios===
====Passives==== 
* Negator: No matter what, Terios will never take damage while blocking due to negating any attack.
*Combat Perception: All grabs are countered by a throw. All projectiles are reflected back.
*Pain Suppression: Terios has 25% Damage Reduction.
*No Blood: Terios cannot be Electrocuted, Poisoned or Bleed.
*Soul Immunity: Life and Death damage is halved.
=====Type=====
*Other: Null is an element that defies the nature of all others.
*Physical: Terios is an extremely competent hand to hand fighter.
*
====Normals====
Low CQC:
Neutral CQC:
High CQC:
Grab:
====Specials====
====Ultimates====
=====Base Ultimate=====
=====Surge Ultimate=====
=====Finisher Ultimate=====
===Metal Sonic===
====Passives and Special Cond.====
Black Shield: Guarding provides total invincibility at the cost of energy. Guard also cannot break.
Steel Body: Metal Sonic is immune to all non-exclusive effects, as well as Chill, Cryo-Electrocution and Curse.
Energy Production: Metal Sonic regenerates energy even during attacks.
Robotics: Metal Sonic cannot run out of stamina.
Big Threat: Metal Sonic's opponents can have support.
==== Normals ====
Neutral CQC: Metal Sonic slashes with his claws many times, then dashes forwards, electrified.
Low CQC: Metal Sonic does a gliding slash with his claws, then electrifies himself, before slashing multiple times with his claws.
High CQC: Metal Sonic slashes upwards, dragging the opponent upwards, before leaning back and firing a laser at them.
Grab: Metal Sonic grabs his opponent by the neck, and throws them against a wall.
====Specials====
Side Spec. Electric Ball: Metal Sonic throws a electric ball. This inflicts Electrocution.
Down Spec. Lightspeed: Metal Sonic lets out a small burst of electric energy. Anyone who attacks him is countered by a unseen barrage of attacks.
Up Spec. V Maximum Overdrive Attack: Metal Sonic flies upwards with a electric barrier around him, then back down, landing with a electric burst.
====Ultimates====
=====Base Ultimate=====
Electro Burst: Metal Sonic sends his engine into overdrive, producing a massive electric barrier around himself
=====Surge Ultimate=====
Copy Systems: Metal Sonic uses the Ultimate of the opponent fighting him against them.
=====Finisher Ultimate=====
Metal Crusher: Metal Sonic grabs the opponent, starting a cutscene where he uses a point-blank electric barrier on them, then throws them around the arena, beating on them in midair before the opponent comes crashing down with Metal Sonic positioned to stab them in the neck should they get up.
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