Elites Versus 24/Fighters

Elites Versus 24 has a base roster of 45 characters, 24 of which are available from the start while the other 21 need to be unlocked. Listed below are all the fighters in the game along with their detailed movesets and cosmetics such as animations, colors and their costume.
===Mario===
MARIO
(Donkey Kong, 1981)	
Timeless icon of jumping and collecting coins.
While Mario is designed to be the best choice for beginners, his reliable and simple moveset makes for a great choice even for seasoned players.
Campaign details
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|-|Light Attacks=
Plumber Combo	A three-hit combo consisting of two punches and a kick. The last hit sends opponents diagonally upwards allowing for aerial followups, but only with opponents at Yellow Damage or lower.
Koopa Kicker 	A spinning kick. It's fairly quick and useful for pushing back opponents, though because of Mario's stubby limbs, it hasn't the best range.
Jumpercut 	A strong uppercut thrown while bouncing upwards with one leg. It's not as quick as one might expect, acting instead more as a combo finisher or an efficient anti-air due to it's extended range.
Sweeper Hit 	A legsweep, ideal for starting longer chains of attack due to it's low damage and high speed. It chains neatly into Up Light at almost all damage colors, but Side Light is also an option against larger opponents.
|-|Light Air Attacks=
Spin Jump 	The Spin Jump from Super Mario World, sees Mario spinning quickly with his clenched fists extended outwards. It knocks back opponents, and has no multi-hit property despite it's animation. That said, it can be extended briefly by holding down the button instead of tapping it.
Koopa Striker 	A powerful, wind-up kick which slightly sends Mario forward. It's stronger if it connects at his foot, resulting in a weaker hit anywhere else.
Jumpman's Specialty	A high upward kick, with surprising vertical reach which can easily hit opponents above Mario due to a deceiving hitbox. It deals a strong hit when his foot reaches it's maximum height: hitting earlier than that results in a weaker, angled launch trajectory.
Goomba Stomper 	Kicks both feet straight downward with strenght. While it may take some precision due to it's narrow hitbox, it launches opponents straight downwards, being particuarly rewarding against off-stage opponents.
|-|Heavy Attacks=
Hammer Slammer 	Uses his hammer (with it's Mario & Luigi series design, though in a darker color scheme) to slam the ground directly in front of him. A charged hit will bury opponents, making it more of a combo starter than a finisher.
Hammer Spin 	Grabs his hammer and rears it back, then travels forward while spinning it. It traps opponents and carries them to the end, where they will be launched with great strenght forward. Has generous travel distance and power once fully charged but requires commitment as Mario can't act out of the move before it ends.
Hammer Launcher	Swings his hammer upwards like a golf club, briefly rising into the air as he does. The longer the move is charged for, the higher he'll travel.
Hammer Breaker 	Quickly spins in place with the hammer extended outwards. It's similar to his Side Heavy, but it only hits once and comes out a lot faster, making it a great move to use when Mario is surrounded.
|-|Heavy Air Attacks=
Hammer Strike 	Swings his hammer forward, briefly halting his fall as he does. It's quite short ranged but has the power to compensate for it.
Hammer Hurricane	Winds up his hammer and rears back, then flies forward while spinning with it. It traps opponents and carries them to the end, where they will be launched with great strenght forward. Has generous travel distance and power once fully charged but requires commitment as Mario is left in a helpless state afterwards.
Hammer Pow 	Swings his hammer upwards like a golf club, briefly rising into the air as he does. The longer the move is charged for, the higher he'll travel.
Hammer Drop 	Drops down and slams his hammer onto the ground, creating a small shockwave upon landing.
|-|Special Attacks=
Fire Flower 	Shoots a fireball out of his hand, which bounces three times before disappearing. While useful as a ranged option, it's best used as a tool for approaching more than zoning, as it can protect Mario from incoming threats and allow him to engage in closer quarters.
Body Slide 	Dives forward for a long horizontal distance and lands with a roll. While it doesn't deal any damage on it's own, it serves two purposes: as a great horizontal recovery option and as a combo starter, as Mario can cancel this move into any of his Air attacks, especially Air Light Attacks.
Brick Breaker	Leaps high into the air with a rising punch in his classic jumping pose. Deals a series of weaker hits as he rises, and a much stronger one at the apex of his jump. If the move doesn't connect, Mario is left in a helpless state after the final hit.
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Groundpound 	Hops into the air with a flip, then comes down with a powerful groundpound. This move becomes stronger the longer Mario falls before landing, and can also travel through opponents in the air, making it a great tool to return to the ground more safely.
|-|Throws=
Super Mario's Landing	Hops on the opponent's head, briefly stunning them and bouncing off them with a flip. The stun duration increases with the opponent's Damage color.
Royal Tosser 	Grabs the opponent by their legs (or in some special cases their tail), and spins on himself, performing a powerful hammer throw move. It references the move performed against Bowser in Super Mario 64, and as a nod to it, Mario is heard saying "Buh-Bye!" before launching opponents. Performing the move against Tyranitar will instead have Mario yell "So long!".
Coin Shakedown 	Launches the opponent above himself, then strikes them with a leaping uppercut, which launches them in the air. Various gold coins will fly out of the victims as a nod to Mario's enemies dropping coins upon defeat.
Mushroom Planting 	Repeatedly jumps on the opponent's head, burying them deeper into the ground with each bounce. As Mario is left airborne at the end of the move, one may follow this up with an aerial attack if the opponent tries to mash out of his buried state too quickly.
|-|Alternate Skins=
Default 	
Fedora 	
Stage Entrance 	Leaps out of a Warp Pipe with a backflip and says "It's-a Mario time!".
Idle Animations	Pinches the tip of his moustache.Adjusts his hat briefly.Hops in place three times as if warming up.
Podium (Winner)	Mario lands on the podium with a flip, then raises his arms with a smile. He will then enter a looping animation where he bows left and right.
Podium (Loser) 	Spins vertically and lands on his back with his legs up, laying on the floor with a dizzy expression.
It's-a me! 	Stops and winks to the camera, giving a thumb up.
Wahoo! 	Hops in place excited in his iconic jumping pose, complete with the classic jumping sound and says "Waahoo!".
Brush it off 	Takes off his hat and uses it to brush off his overalls. He also chuckles while doing so, then flips the hat back onto his head stylishly.
Level Cleared 	Pulls out a small flag with his M symbol on it and waves it while chuckling. If the timer displayed when doing this taunt ends with a 1, 3 or 6, little 8-bit fireworks will go off around him; the number of fireworks is equal to the last digit of the timer. This is a reference to Super Mario Bros. where the same thing would happen after beating a level.
</div>
===Link===
LINK
(The Legend of Zelda, 1986)	
Renown hero of Hyrule and bane of darkness.
Link excels at keeping opponents at a distance with various projectiles, most of which interact with each other in unique ways, making for a tricky but rewarding character.
Campaign details
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Master Combo 	A combo consisting of two alternating slashes, ending with a stab attack.
Hylian Bash 	Bashes the Hylian Shield in front of him, knocking back opponents and, with the right timing, even reflecting projectiles coming his way.
Skyward Slash	An arching slash that starts behind him. It's generous range allows it to hit opponents in front of Link as well.
Shield Jump 	A unique Down Light Attack that sees Link leaping a short distance into the air while using his shield as a surf board. Once in the air, Link uses his shield to bounce off any opponents below him, launching them downwards if they're airborne. While not great for combos, it comes through when used against opponents trying to get back on stage, as landing on them will almost always plummet them.
|-|Light Air Attacks=
Double Master Slash	Slashes two times in quick succession. Works great as a quick combo starter, extension and if the opponent is damaged enough, even as a combo ender.
Brave Slash 	A powerful, arching slash forward that goes from high to low, capable of plummeting opponents if spaced with enough precision to hit them with the tip of the sword.
Skyward Finisher 	A quick slash above him, starting from the front. It's not particularly strong but is fast enough to be a reliable combo tool.
Down Thrust 	Uses his Down Thrust technique, pointing his sword downward and bouncing off opponents below him. Similar to his grounded counterpart, it's useful against opponents in the air, particularly off stage, but it's narrow hitbox requires precision.
|-|Heavy Attacks=
Swordman's Might	Grips his sword with two hands and delivers a powerful slash forward, almost with a tree-chopping motion.
Shield Surfing 	Hops on his shield and uses it to surf forward a fair distance (depending on how long the move was charged for), knocking back anyone in the way. Link won't stop at ledges, so it shouldn't be charged for too long when near the stage's cliffs.
Beacon of Hope 	Holds the Master Sword with two hands near his face, then lifts it up with the blade towards the sky, as a tall ray of light surrounds him. It traps closeby opponents with multiple hits, then launches them away in an explosion of light.
Spin Attack 	Link's trademark Spin Attack, where he performs a series of rotating slashes hitting on all sides.
|-|Heavy Air Attacks=
Evil's Bane 	A powerful, two-handed slash with the Master Sword that leaves a trail of pure light in it's wake, generously extending it's range. The light ray it forms deals a lot more damage, and since it's primarily below the blade, it's best used against grounded opponents, or below Link anyway.
Aerial Shield Surf 	Hops on his shield, but unlike the grounded version, Link uses a Korok leaf to boost himself forward. It's not as powerful as the ground version, but it travels farther.
Jump Thrust 	Uses his Jump Thrust technique, which, as the name implies, sees Link thrusting the blade of his sword upwards, stabbing anyone above him.
Soaring Spin Attack	Link performs the Spin Attack in midair, briefly halting his descent and even gaining some horizontal momentum.
|-|Special Attacks=
Remote Bomb 	Generates a Remote Bomb in both of his hands and lobs it forward when the button is released. Pressing the button again after it has been thrown will detonate the bomb. The bomb is affected by Link's other Specials: it will stick and travel alongside the regular arrow, detonate in contact with the Fire Arrow (and get lifted by the updraft created by it), and will freeze if hit by the Stasis Rune.
Hylian Bow/Flaming Arrow	Fires an arrow from his bow, with it's distance and power being determined by how long the input was charged for. Notably, after a second of charging, players will have a half second window (visualized by a yellow spark on the arrow's tip) in which the arrow will turn into a Fire Arrow when shot. The flaming arrow will naturally deal more damage, but it's most useful attribute is creating a fire pit wherever it lands, which extends Link's Up Special and lifts his arrows and bombs high into the air thanks to the updraft it creates.
Revali's Gale 	Equips his Paraglider and is launched into the air by Revali's Gale. Link will glide down until he touches the ground, but he can cancel the glide by tapping down, jumping or attacking. The updrafts caused by the Fire Arrow's flames will launch him back up if he's gliding.
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Stasis Rune 	Quickly flashes his Sheikah Slate forward and uses the Stasis Rune, creating a small spark which stuns opponents and freezes solid projectiles in the air. Link can then hit them to launch them in a desired direction, with the same VFXs seen in Breath of the Wild, including the chains and the arrow showing the launch trajectory. Due to it's large ending lag, it should be used with care, especially against opponents with low Damage as the stun duration is proportional to damage.
|-|Throws=
Hylian Flip 	Does a high backflip away from the opponent while firing two arrows in rapid succession. A useful move for creating space, returning Link to a zoning distance.
Savior Slash 	Hops backwards with a flip and strikes the opponent with a double-handed slash with his sword, knocking back the opponent.
Cryonis Rune 	Flashes his Sheikah Slate and uses Cryonis to create an ice pillar beneath the opponent, launching them high into the air.
Magnesis Drop	Uses the Magnesis Rune, as a large metallic object spawns above the opponent, which Link then drops on them, making them bounce off the ground.
|-|Alternate Skins=
Default 	 	 	
Timeless Hero 	 	 	
Stage Entrance 	Glides onto the stage with his Paraglider, then readies his weapons. 	 	
Idle Animations 	Adjusts his battle stance.Looks around, lowering his guard for a moment.Spins the Master Sword in his hand. 	 	
Podium (Winner) 	Sheathes his shield and spins the Master Sword before sheathing it too, then turns his back on the camera and looks back at it with a serious expression. 	 	
Podium (Loser) 	Link is kneeled, with a closed eye, holding onto his sword stabbed on the ground. 	 	
Hyrule's Hope 	Holds the Master Sword over his face with two hands as it starts glowing. 	 	
Fairy's Blessing	A small fairy flies around Link, who looks at it in awe.|- 	SNAAAP!	Uses the Camera Rune to snap a picture of himself while posing with a smile and a V sign.
One more Korok! 	Link is startled by a Korok appearing behind him, with the same sound effect heard in Breath of the Wild. The Korok will wave at Link and disappear in a smoke cloud.	 	
</div>
===Samus===
SAMUS
(Metroid, 1989)	
The deadliest bounty hunter in the galaxy.
Graced with lighting fast attacks and powerful zoning options, Samus can be a serious threat to anyone who doesn't capitalize on her low defense and linear recovery to take her out.
Campaign details
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|-|Light Attacks=
Cannon Strike	An horizontal slash using her arm cannon. Comes out quickly and is a reliable tool in almost all situations, but not great for starting combos due to it's ending lag.
Cannon Burst 	Points her arm cannon forward and fires a burst of energy from it. It's naturally way stronger towards the explosion, but can also damage those around it.
Grapple Beam 	An anti-air grab, where Samus fires her Grapple Beam diagonally upwards and slams anyone caught by it on the ground, easily setting them up for aerial follow ups after they bounce off of it.
Slide Kick 	Slides across the ground, kicking back anyone in her path. Great for starting combos, and can even be used to slide under opponent's projectiles.
|-|Light Air Attacks=
Screw Attack 	Performs her iconic Screw Attack, quickly rolling in mid-air and striking anyone around her with an electric discharge that deals multi-hit damage.
Double Strike	Two roundhouse kicks thrown in rapid succession.
High Blast 	Aims her arm cannon upwards and fires a burst of energy from it. It's a powerful but narrow attack that sends Samus herself downwards due to the recoil, making it a situational but effective move to quickly land back on stage.
Cutting Beam 	Generates a pulsating energy sphere from her arm cannon and aims it diagonally downwards, dealing multiple hits to anyone touching it. This move can be held indefinitely for as long as Samus is in the air. It references a glitch weapon in Super Metroid unofficially referred to as Chainsaw Beam.
|-|Heavy Attacks=
Diamond Dust 	Surrounds herself with frozen energy shards that circle around her. Despite their appearance, they won't freeze enemies but simply knock back anyone around Samus.
Impact Blast 	Lunges forward with a wound-up overhead punch, followed by a short-ranged blast from her arm cannon.
Cannon Geyser 	Stabs her arm cannon in the ground, creating a large geyser-like energy eruption in front of her. Deals multiple hits at the bottom of the pillar that drags opponents near the top where they receive a stronger hit.
Super Missile Bombing	Fires a powerful Super Missile diagonally downwards directly on the ground. While it can be used to surprise opponents within range on the ground, it's angle makes it a perfect move to use against off-stage opponents, even though it's end lag usually allows for a maximum of one or two shots before they make it back.
|-|Heavy Air Attacks=
Soaring Diamond Dust	Works the same as the ground version, with the distinction that Samus briefly stalls her descent when using this move.
Cannon Thruster 	Uses an energy burst from her arm cannon to propel herself forward, crashing into anyone in her way. Makes for a valid horizontal recovery that compensates her lacking Up Special Attack.
Crescent Kick 	A powerful mid-air bicycle kick.
Aerial Super Missile	Fires a Super Missile at a low diagonal angle, similarly to the grounded counterpart.
|-|Special Attacks=
Charge Beam 	Fires an energy projectile from her arm cannon forward. It can fire quickly if repeatedly tapped, but the shots won't cause any knockback. If the move is charged, the shot will grow bigger and deadlier. The charge can be stored by dodging or shielding, and resumed or fired again at any time.
Missile 	Fires a missile from her arm cannon. A total of 3 can be fired at once, making it a potent pressuring tool.
Gravity Jump	Charges up and performs a Gravity Jump, a move from Super Metroid that sees Samus blasting off vertically for a long distance. While it has amazing reach, it's a dangerously linear recovery with a full second of startup. That said, the move does deal damage as Samus rises into the air, so she is still somewhat protected for a portion of it.
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Morph Ball 	Samus curls up and goes into her Morph Ball form. While in this form, she is faster, a lot harder to hit and can deploy bombs by pressing the Heavy Attack button. Additionally, she performs a short ranged charge with the Light Attack button. She can switch back to her regular form by pressing the Special Attack button or by shielding or dodging.
|-|Throws=
Grapple Beam Slam	Uses her Grapple Beam to slam opponents on the ground, leaving opponents airborne.
Target Finisher 	Briefly goes into her Morph Ball form and rolls behind the opponent, then stands behind them and fires a blast that launches them forward. This is one of the only Side Throw attacks that launches opponents in the input's opposite direction.
Aerial Finisher 	Holds the opponent in a chokehold and tosses them skyward, then blasts them with a couple of energy shots.
Missile Leap 	Slams the opponents on the ground and leaps into the air, bombing them with two missiles as she rises..
|-|Alternate Skins=
Default 	
Fusion Suit 	
Stage Entrance 	Elegantly steps out of a Save Station.
Idle Animations	Suddenly looks around her while aiming with her cannon, as if startled by something.Brings a hand to her helmet's side, checking her visor.Lowers her stance and sighs.
Podium (Winner)	Elegantly hovers into the air, as her Suit dematerializes, leaving her in the Zero Suit. She then glides her hand between her blonde hair and places the other on her hips.
Podium (Loser) 	Samus is pestered by a Metroid that bites her at intervals as she tries to blast it in vain.
Always Ready 	Salutes vigorously to the camera.
Systems Check 	Holds out her arm cannon and cycles through various modules, during which it changes in appearance.
Fireworks 	Fires a beam into the air with a hand on her hip, as it goes off like fireworks.
Metroid Hunter 	Stops and shoots a Metroid lurking behind her without even looking, as the creatures drops dead and disintegrates before touching the ground.
</div>
===Machamp===
MACHAMP
(Pokémon Red and Blue Version, 1996)	
Fighting type Pokémon with four arms and unmatched strenght.
Big, strong, and deceptively fast, Machamp is the ideal choice for those that like it up close and personal due to his traditional grappler-based gameplay.
Campaign details
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|-|Light Attacks=
Quadruple Assault	Uses all of his arms to dish out 4 individuals hits: a jab, followed by a hook, then an uppercut ending with an overhead. Any of these 4 attacks can be easily canceled into his other grounded Light Attacks.
Gut Punch 	Steps forward while delivering a gut punch with one of his lower arms, ideal for starting combos.
Overhead Chop 	A high to low chop with two of his arms, it's primary use his catching opponents trying to attack from above, although it still hits in front of him in the later frames.
Rising Axe 	Delivers a rising double-axe punch from low to high with all of his four arms, launching opponents into the air.
|-|Light Air Attacks=
Body Press 	Performs an aerial splash. Machamp holds this attack for as long as the button is pressed, but it's stronger during the first frames.
Drop Kick 	A flying drop kick. Quite powerful but a bit slow.
Double Uppercut	Performs a spinning uppercut with two of his arms, followed by a second one done with the opposite ones.
Hammer Blow 	Uses his top arms for a double axe punch that sends opponents straight downwards. More commonly used after his Down Light Attack for a stylish combo or against off stage opponents to score early kills.
|-|Heavy Attacks=
Four Armed Breaker	Clenches all of his fists and throws a mighty combined blow in front of him, powerful enough to easily break through his opponent's defenses.
Mach Punch 	Kneels, then dashes forward a short set distance with a strike. If it connects, Machamp unleashes a flurry of rapid punches on the opponent, ending with a powerful blow that knocks them back.
Rising Flurry 	Leaps into the air while unleashing a flurry of punches directly above him. Great for racking up damage on the opponents, but a weak finisher by comparison.
Body Slam 	Performs a quick body slam after hopping a short height. Naturally hits on both sides and causes a shockwave with generous range, but it's much stronger the closer the opponents are to Machamp.
|-|Heavy Air Attacks=
Aerial Four Armed Breaker	Works the same as the ground version.
Low Hand Press 	Claps all of his four hands at a low diagonal angle, creating a powerful shockwave.
Hand Press 	Claps his top hands directly above him, creating a small shockwave.
Super Body Slam 	A stronger variant of the grounded version, as it will deal more damage the longer Machamp drops through the air.
|-|Special Attacks=
Giant Hurricane	Quickly spins on himself with his arms extended outwards, performing a powerful lariat type of attack. This move has a preset knockback, but projectiles will pass right through Machamp as he does it.
Submission 	Rushes forward and grabs opponents, burying them head-first into the ground. Machamp is left wide open for a full second if he doesn't manage to grab anyone.
Seismic Toss 	Leaps diagonally upwards, reaching upwards with his arms. If he grabs anyone, he will then perform a highly damaging piledriver. If this attack doesn't connect, Machamp will be left in an aerial helpless state.
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Bulk Up 	Machamp flexes and tenses up his muscles, and is able to tank through weak projectiles. This move can be held indefinitely, and Machamp is able to walk left and right while flexing, but keep in mind he's still damaged by physical attacks and stronger projectiles. Machamp cannot move if he performs this move in the air.
|-|Throws=
Weight Toss 	Holds the opponents with his four arms and tosses them diagonally upward at a short height.
Wind Up Throw 	Holds the opponent with one hand and rotates his arm, winding up and tosses them at high speed.
Showoff Juggle	Juggles the opponent between his hands while chuckling, then tosses them straight upwards.
Backsnapper 	Holds his opponent with his upper hands, then jumps and snaps their back against his neck upon landing.
|-|Alternate Skins=
Default 	
Elitemania 	
Stage Entrance 	Jumps out of a Pokéball, quickly flexing his biceps.
Idle Animations	Rotates one of his shoulders.Assumes a grappler stance.Flexes his back muscles.
Podium (Winner)	Points at himself with all four thumbs, then flexes victoriously.
Podium (Loser) 	Struggles to keep his balance, while his eyes turn to spirals.
The gunshow 	Flexes his lower arm's biceps, while raising his upper arms while pointing to the sky.
Pump that iron 	Briefly pulls out two dumbells and starts doing bicep curls.
Shadowboxing 	Machamp starts shadowboxing, throwing out jabs at the speed light.
Keep in shape 	Machamp gets on the ground and starts doing pushups. This taunt can be held indefinitely, and has the natural bonus advantage of drastically lowering Machamp's hitbox.
</div>
===Tyranitar===
TYRANITAR
(Pokémon Silver and Gold Version, 1999)	
Pseudo-legendary Pokémon with impenetrable skin.
Tyranitar is the perfect choice for anyone willing to trade movement for immense power and the absolute best defense in the entire roster.
Campaign details
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Diamond Claw	Alternates claw swipes with his arms. Can be mashed indefinitely, takes a step forward with each swipe.
Tail Whip 	Uses his tail to whip opponents in front of him. Not the best range due to his short tail but can easily take spaced opponents by surprise as it comes out surprisingly quick.
Rock Breaker	An arching upward headbutt.
Sneak Chomp 	Lunges forward while biting with force.
|-|Light Air Attacks=
Aerial Diamond Claw	Swipes his claws forward. Unlike the ground counterpart, it can only be done once.
Tail Fling 	Flings his tail forward while rotating. Deals great damage.
Meteor Breaker 	A powerful but slow arching upward tail attack.
Stalactite Kick 	Stomps with his left foot directly below him, plummeting opponents downwards.
|-|Heavy Attacks=
Dark Bite 	Rears back and bites with force in front of him. Has a deceptively large hitbox.
Jurassic Stomp 	Slams his foot on the ground while lunging forward, creating an eruption of ground spikes around it.
Smasher Tail 	Crouches and swings his tail in an arch above him. Can plummet opponents if they are in the air near the landing side of the tail.
Landshaper Tail	Swings his tail low to the ground on one side, then turns around and does the same on the other side.
|-|Heavy Air Attacks=
Aerial Bite 	Works the same as the ground version.
Diorite Dropkick 	Charges a powerful dropkick thrown in front of him.
Stalagmite Destroyer	A straight, upward headbutt, with a relatively narrow hitbox but the power to compensate.
Crater Drop 	Drops down on the ground stomping with both feet, creating a large shockwave upon landing.
|-|Special Attacks=
Hyper Beam 	Tyranitar opens his mouth and starts to charge a Hyper Beam as long as the button is held. Tapping the button will unleash the Hyper Beam, with it's strenght and range depending on how much it was charged for. When charged all the way through, the Beam will travel across the entire screen and deal massive damage to anyone in it's path. Tyranitar can store the Hyper Beam charge by simply shielding or dodging.
Stone Edge 	Tyranitar punches the ground, making a sharp rock pillar erupt from the ground in front of him. The distance at which the pillar appears depends on how much the move is charged for.
Hyper Beam Lift	Tyranitar uses his Hyper Beam on the ground, using it as a propulsor to rise into the air. The attack uses his Neutral Special's current Hyper Beam charge, so the vertical distance relies on that, forcing Tyranitar to make sure he always has enough charge to use in case he needs to recover.
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Ancient Power 	Rocks rise from the ground all around Tyranitar, which he then scatters around with a shockwave. This move grants Tyranitar with Super Armor for 10 seconds, although this effect does not stack with each use.
|-|Throws=
Dark Pulse 	Slams the opponent on the ground, holding them down with it's foot, then fires a dark stream of energy from it's mouth onto the pinned opponents.
Prehistoric Hurl	Launches the opponent with his mouth, then strikes them with his tail, launching them forward.
Hyper Pillar 	Holds the opponent in his mouth, then points them to the sky while firing an energy beam directly upwards, launching the held opponent as well as hitting anyone above him.
Fossil Slam 	Holds the opponent with two hands and violently stabs them into the ground, burying them in it for a short while.
|-|Alternate Skins=
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|style="background-color:#10141f; width: 5%; padding:15px;border:10px solid #090a14;"|Default
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|style="background-color:#10141f; width: 5%; padding:15px;border:10px solid #090a14;"|Paradox
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Stage Entrance 	Jumps out of a Pokéball surrounded by a sandstorm, which he dissipates with a mighty roar.
Idle Animations 	Stomps both of his feet.Scrolls his back.Slams his tail on the ground twice.
Podium (Winner) 	Stomps and rears back his head, then unleashes a powerful, triumphant roar.
Podium (Loser) 	Sits on the ground defeated, with his eyes becoming spirals.
Ancient Might 	Lowers his head, then slowly lifts it back up while roaring.
Unbreakable Skin 	Stomps the ground, lifting up a rock which he then crushes with a claw swipe.
Dino Shuffle 	Tip-taps in place while spinning, as the ground shakes vigorously.
Terror of the Sands	A gust of wind and sand creates a few sand castles around him, which he then destroys with his tail and his foot, ending with a roar.
</div>
===Sackboy===
SACKBOY
(LittleBigPlanet, 2008)	
Adorable bundle of joy and creativity.
Sackboy offers simple yet creative tools to control the opponent's position, with his Dream Bubble trap taking center stage in his plays.
Campaign details
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{|cellpadding="1" cellspacing="1" style="width: 100%; background-color: #090a14; color:#ebede9;margin:auto;color:#c7cfcc;"
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|-|Light Attacks=
Happy Slaps 	A combo of two spinning slaps.
Burshnado 	Grabs a paintbrush and lunges forward while spinning with it, leaving a trail of pink paint behind and deals multi-hit damage.
World in Hand 	Spins a small yarn earth globe on his finger, hitting above him with multiple-hits.
Grapple Reel-in	Fires his Grappling Hook low to the ground and uses it to pull far away opponents towards him. While the entire lenght of the hook can harm opponents, only those at the very tip will be dragged inwards.
|-|Light Air Attacks=
Aerial Moves 	A mid-air pirouette of sorts, which deals multiple hits. Closely resembles one of the poses Sackboy strikes in his games while leaping off a Bounce Pad.
Grabinator Toss	Grabs opponents with his Grabinators and tosses them forward a set distance, regardless of their damage.
Boost Boots 	Uses his Boost Boots to rocket upwards with a headbutt attack.
Nosedive 	Flips upside down and slams his head on the ground below, bouncing off opponents. This move causes airborne opponents to plummet, but only if they are trapped in the Dream Bubble.
|-|Heavy Attacks=
Sack-Slap 	The infamous LittleBigPlanet slap. Sackboy rears back and delivers a powerful (although short-ranged) slap that knocks opponents off their feet.
Rocket-Glove Rush	Hops on a giant, rocket-powered Boxing Glove and rushes forward, striking anyone in his way.
Meerkat Surprise 	Dodges out of the way of a tall cardboard Meerkat springing off the ground, capable of hitting opponents above Sackboy with great power.
Bomb Drop 	Hovers with his jetpack holding a bomb, which he then drops off the ground below. Sackboy is able to move slightly left or right during the charging window.
|-|Heavy Air Attacks=
Flying Sack-Slap 	Works the same as the ground version, although Sackboy won't halt his aerial momentum much.
Jetpack Rush 	Similar to the grounded version, only Sackboy uses his regular Jetpack to fly a longer distance at the cost of dealing less damage.
Paintinator Splat	Briefly equips his Paintinator and fires a paintball at an upward angle. It's notably weak for a Heavy Attack but travels quite far before splatting, and is quick enough to be used as an anti-air option for approaching opponents.
Soaring Bomb Drop	Works the same as the ground version.
|-|Special Attacks=
Cakeinator 	Equips his Cakeinator to shoot a lobbing cake projectile. It can stick to walls and can be trapped inside the Dream Bubble, from which it will drop downwards when hit.
Splash Cannon	Equips his Splash Cannon to shoot a water stream that decreases in range and intensity the longer it's held for, which will recharge when not in use. The water stream won't deal damage to opponents, but only push them back, as it's primary use to move the Dream Bubble, though it can also dispel of weaker incoming projectiles.
Bounce Pad 	Sackboy bounces off a Bounce Pad. It will remain on stage for a second after Sackboy jumps off it, but if the input is held instead, Sackboy will simply place it on the ground, where it will remain until something like a projectile or a player bounces off it, or after 10 seconds.
.
Dream Bubble 	Sackboy blows a large bubble, which remains in place indefinitely, and is capable of trapping opponents and projectiles alike inside of it, and even Sackboy himself if he's launched into it. Those trapped within the Bubble receive double damage, and will have to button-mash to escape it.
|-|Throws=
Grabinators Piledrive	Lifts the opponent with his Grabinators and slams them on the opposite side, performing a piledriver of sorts. Opponents will bounce off a short height, allowing for aerial follow-ups.
Grabinators Hurl 	Uses his Grabinators to hurl the opponent forward at a lobbing angle.
Slam Dunk 	Jumps holding the opponent with the Grabinators, then slams them on the ground where a Bounce Pad appears, bouncing opponents in the air once more near Sackboy, where he can easily initiate an aerial attack.
Bouncing Skills 	Jumps on the opponent three times, each time bouncing off with a different, show-off pose. Leaves Sackboy above the grounded opponent.
|-|Alternate Skins=
{|align=center cellspacing="0" cellpadding="4" border="0" style="text-align: center; margin: 0 auto; border-collapse: collapse; background-color: #090a14; color: white;"
|style="background-color:#10141f; width: 5%; padding:15px;border:10px solid #090a14;"|Default
|style="width: 35%;text-align:center;"|
|-
|style="background-color:#10141f; width: 5%; padding:15px;border:10px solid #090a14;"|Fruity Flavor
|style="width: 35%;text-align:center;"|
|-
|-|Cosmetics=
Stage Entrance 	Flips out of a LittleBigPlanet checkpoint, waving enthusiastically.
Idle Animations 	Sits on the ground, then stands back up.Assumes a thinking pose for a moment.Lowers his head in a bored manner.
Podium (Winner) 	Uses his Popit to quickly craft a hand-made trophy, which he then lifts victoriously with confetti going off behind him.
Podium (Loser) 	Sobs and cries in the same way he does in LittleBigPlanet, occasionally wiping off a tear.
Look at you! 	Sackboy turns to the camera and waves with a big smile.
World of Wonders	Sackboy is distracted by a passing bubble, as he looks at it in awe.
Threads Browsing	Opens his Popit and browse through 3 random costumes icons. These icons show off a Sackboy's head donning a costume inspired by existing costumes in LittleBigPlanet based on characters found in the roster.
Sacknana Dance 	Sacknana Dance.
</div>
===Drake===
DRAKE
(Uncharted: Drake's Fortune, 2007)	
Fortune hunter with a knack for adventures and troubles.
Drake is a front-runner for those seeking a versatile fighter with balanced strenghts and weaknesses and good options for all situations.
Campaign details
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{|cellpadding="1" cellspacing="1" style="width: 100%; background-color: #090a14; color:#ebede9;margin:auto;color:#c7cfcc;"
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|-|Light Attacks=
Improvised Brawler	A combo of two punches, ending with a more powerful haymaker.
Stern Kick 	A straight kick to the opponent's chest, which knocks them back a set distance.
Fortune Fist 	An uppercut thrown while stepping forward a bit.
Thief Slide 	A sliding kick which allows Drake to pass through opponents.
|-|Light Air Attacks=
Elbow Drop 	A flying elbow drop. Can be held indefinitely, acting as a reliable combo starter due to it's low knockback.
Homing Punch 	A punch thrown at a low, slightly awkward angle in front of him, but ideal to fight back opponents trying to recover from the bottom.
Rising Kick 	A high kick which hits in front and above Drake, although not very powerful.
Brutal Axe Punch	A double axe-handle punch, which plummets opponents only at specific angles (namely when used directly above opponents).
|-|Heavy Attacks=
Riot Shield 	Bashes forward with a Riot Shield which he picks up from the ground.
Pillar Drop 	Tumbles a small stone pillar in front of him, which crumbles and strikes opponents in front of him. The debris it causes will fall of the stage if the move is done near the ledge, but only for a very short distance before they turn to dust.
Ak-47 Swing 	Grabs his Ak-47 rifle and uses it as a club to launch opponents in the air.
Moss-12 Assault	Hits forward with the body of his Moss-12 shotgun while turning, then shoots it behind him. The backwards hit is naturally a lot stronger than the first.
|-|Heavy Air Attacks=
Wes-44 Shot 	Fires his Wes-44 revolver diagonally downwards. Despite being a pistol shot, it has limited range and doesn't even count as a true projectile oddly enough.
Ak-47 Strike 	Strikes forward with the buttstock of his Ak-47.
Raider's Uppercut	A powerful uppercut thrown while rotating his upper body.
Unstable Path 	Falls to the ground below surrounded by rock debris, as if he stepped on a crumbled roof.
|-|Special Attacks=
Para-9 Shot 	Fires a straight projectile from his Para-9 pistol. It has decent rate of fire and will push back opponents, making it a reliable zoning option.
Vine Swing 	Latches onto a vine and swings on it. Without additional button presses, Drake will simply let go and land on the ground, but the move offers different options: pressing the Light Attack button will result in Drake kicking forward as he swings; pressing the Heavy Attack button will have Drake firing his Moss-12 shotgun forward; pressing the the Special Attack button will have Drake firing a stream of bullets from his Ak-47 rifle; pressing the Jump button will see Drake leaping upwards a much higher distance compared to his regular dismount. Note that only one of these actions can be performed, after which Drake will enter a vulnerable state.
Adventurer's Hook	Throws his grappling hook upwards at a slight angle. If it latches onto a platform or a ledge, Drake will reel himself upwards with it, while if it strikes an opponent, Drake will pull them towards himself, gaining some vertical momentum in the meantime.
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Propane Tank 	Lobs a propane tank forward. If hit with a melee attack, it will get launched and explode upon making contact again, but if hit by any projectile, it will explode immediately. The tank will disappear after 15 seconds if not interacted with. Drake can only have one tank out at a time, and pressing Down Special again will have no effect while a tank is out.
|-|Throws=
Surprise Grenade 	Drake removes the pin of a grenade and attaches it to the opponent, kicking them back afterwards. The grenade will blow up after 3 seconds, forcing the victim to block in most cases.
Enjoy the Flight! 	Grabs the opponent's collar with two hands, then spins and hurls them forward with strenght.
Improvised Assault	Repeatedly punches the opponent's face, then uppercuts them.
Sleep Tight! 	Turns the opponent and snaps their neck, instantly flooring them.
|-|Alternate Skins=
Default 	
Desert Threads 	
Stage Entrance 	Lands with a roll on stage after swinging from a vine.
Idle Animations 	Looks into the distance with a hand over his forehead.Looks around while bending his legs.Checks his Para-9 pistol.
Podium (Winner) 	Bounces a golden relic in his hand, then puts it away while shrugging with a smile.
Podium (Loser) 	Hangs upside down in a rope trap.
Bring it 	Rests his Ak-47 on his shoulder and makes a 'bring it' gesture with the other hand while saying either "I'm right here!" or "What you waiting for?".
Another one for the collection	Grabs a relic from the ground and says "Don't mind me!" before pocketing it.
Getting there 	Pulls out a map and reads it while scratching his head.
Journal updating 	Pulls out his journal and scribbles something while saying "Note: folks around here can't fight for shit!".
</div>
===Jak & Daxter===
JAK & DAXTER
(Jak & Daxter: The Precursor Legacy, 2001)	
Best friends through thick and thin.
Jak maintains balance between Dark and Light Eco powers by using the first for devastating Heavy Attacks and the former for non-offensive Special Attacks.
Campaign details
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|-|Light Attacks=
Spin Attack 	A rapid spin attack that hits once and knocks away opponents.
Dash Punch 	A powerful gut punch thrown while dashing forward a short distance.
Precursor Uppercut	Briefly crouches and rises in the air with a spinning uppercut.
Precursor Kick 	Performs a quick breakdance kick, hitting on both sides.
|-|Light Air Attacks=
Aerial Spin Attack 	Similar to the grounded counterpart, although with a much wider range and longer duration, which allows Jak to briefly stall into the air.
Ottsel Bash 	Jak grabs Daxter's tail and uses him like a club to plummet opponents.
Aerial Precursor Uppercut	Similar to the grounded counterpart, but with shorter startup and less vertical range.
Precursor Drop 	Rolls up and dives downward, bouncing off the ground and opponents alike.
|-|Heavy Attacks=
Dark Tear 	Turns into Dark Jak and slashes forward with claws. This attack can be performed multiple times in a row, with Dark Jak alternating claw slashes, although it will suffer from a longer ending lag if performed more than once.
Dark Charge	Turns into Dark Jak and propels himself forward with a shoulder bash after going on all fours. Dark Jak has Super Armor for the entirety of his charge.
Dark Strike	Leaps into the air and spins rapidly, discharging a series of dark lighting bolts. It hits opponents multiple times, ending with a stronger hit to the opponents directly touching him.
Dark Bomb 	Jumps and crashes back down slamming his hand on the ground, creating a shockwave of dark energy that strikes opponents on all sides.
|-|Heavy Air Attacks=
Dark Discharge 	Clenches up and releases a wave of electric energy from his body.
Dark Impaler 	A downward headbutt that plummets opponents with his horns.
Aerial Dark Strike	Similar to the grounded counterpart, except he won't leap into the air first.
Aerial Dark Bomb 	Similar to the grounded version.
|-|Special Attacks=
Light Shield	Turns into Light Jak, generating a Shield around himself for a half-second. This Shield can absorb projectiles to heal damage, and will push back closeby opponents (but won't deal damage).
Light Path 	Turns into Light Jak, using his wings to fly at high speed forward in a corkscrew motion. While this move won't deal any damage, Jak is immune to all sorts of damage while traveling, and will pass through opponents as well. Jak is left in a helpless state afterwards, so players need to be careful when using this move near the ledges.
Light Flight	Turns into Light Jak and flaps his wings, giving himself a vertical boost. This can be done up to 3 times before Jak goes in a helpless state. Players can easily see how many flaps they have left as his wings will gradually grow dimmer with each use.
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Flash Freeze	Turns into Light Jak, clapping his hands together and causing a shockwave that freezes opponents around him in place. The amount of time the opponents will be frozen for depends on their current DMG. This move has a cooldown of 5 seconds before it can be used again, during which Jak will clap his hands with no additional effect.
|-|Throws=
Beam Reflexor	Fires his Beam Reflexor on the ground, which bounces off onto the opponent, launching them diagonally upwards.
Scatter Gun 	Jak grabs his Scatter Gun and blasts away the grabbed opponent.
Mass Inverter	Jak uses his Mass Inverter to create a gravity field that lifts the opponent in the air.
Vulcan Fury 	Pins the opponent to the ground and fires his Vulcan Fury gatling at them, rising into the air pushed by the gun's recoil.
|-|Alternate Skins=
Default 	
Wastelanders 	
Stage Entrance 	Jak and Daxter jump out of a Zoomer while it flies off the stage, readying for battle.
Idle Animations 	Jak hops on his feet a couple of times while Daxter stretches.Daxter jumps on Jak's head but is quickly put back on his place by Jak.Daxter falls from Jak's shoulder, then quickly crawls back on him.
Podium (Winner) 	Jak pumps his fist while Daxter does an air-guitar dance around Jak.
Podium (Loser) 	Jak falls unconscious onto Daxter, which comically tries to get Jak off of him.
Watch these moves	Daxter jumps off Jak's shoulder, then starts breakdancing while Jak facepalms.
Naughty Ottsel 	Daxter rears back and blows a giant raspberry, briefly leaping in the air while doing it.
Dark attitude 	Jak rears back and briefly turns into Dark Jak while letting out a powerful roar, which startles Daxter into jumping off him.
Light vibes 	Jak briefly turns into Light Jak and goes into a meditation pose while levitating. Daxter also does a standing yoga pose on his head.
</div>
===Princess Plump===
PRINCESS PLUMP
(Fat Princess, 2009)	
Pastry-loving, distress-causing damsel.
Princess Plump has all the benefits of a heavyweight with the added bonus of having a small frame, on top of being able to gain temporary armor and controlling the stage with her minions.
Campaign details
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|-|Light Attacks=
Palmier Strike	A palm strike followed by a short-ranged belly charge.
Sacher Slap 	A medium-ranged slap, which sees her rushing forward slightly.
Victory Slice 	Lifts a slice of cake above her head much to her delight, striking anyone above her. If the animation is not interrupted by another action, the slice will fall out of Plump's hand.
Whipping Kick 	A half sweeping kick delivered in front of her, hitting with her gown at a low angle.
|-|Light Air Attacks=
Cinnamon Spin 	Twirls in the air like a ballerina.
Meringue Twirl 	Rotates her body while pointing forward, dealing multiple hits to opponents within range.
Slice Slam 	Slams two slices of cake together above her head, hitting directly above her.
Mille-Feuille Kicks	Repeatedly kicks below her, dealing multiple hits. She ends the flurry with a stronger kick that launches opponents downwards.
|-|Heavy Attacks=
Royal Masher 	Grabs a golden scepter and slams it on the ground in front of her.
Sugar Rush 	Princess Plump propels herself forward like a cannonball, headbutting anyone in her way.
Head-butter 	An upward arching headbutt.
Dacquoise Dive	Jumps and lands back with a powerful body slam that creates a small shockwave.
|-|Heavy Air Attacks=
Aerial Royal Smasher	Similar to the grounded counterpart, but swing her scepter in a much wider arch, hitting below her as well.
Aerial Sugar Rush 	Works the same as the grounded counterpart.
Aerial Headbutter 	Works the same as the grounded counterpart.
Pastry Flop 	Dives downward with a powerful belly flop.
|-|Special Attacks=
Protect the Princess	Points ahead, sending out a Warrior minion which runs across the stage while swinging his sword. The Warrior will keep going until it either falls off the stage or is hit by an opponent, and will change direction if he runs into a wall. Pressing the button again while the Warrior is out will make him manually change direction.
Royal Hunger 	Princess Plump opens her mouth wide for a second, during which she'll inhale any projectile coming her way to spit it back to the opponents. Note that it only works on projectiles and won't have any effect on opponents. If the button is held down while Princess Plump has a projectile stored, she'll be able to slowly waddle and spit back the projectile upon releasing the button.
Her Highness 	Princess Plump's Worker minions surround her, tossing her in the air to aid in her recovery. If Princess Plump is still under the effect of her Down Special, she'll travel a lot less vertical distance.
.
Cake Please! 	A Worker minion appears and feeds Princess Plump a slice of cake, giving her a Super Armor bonus for 10 seconds. This duration decreases if this move is used too often, going as low as 1 second, so players should give this move time to cool down between each use.
|-|Throws=
Way of the Warrior	A Warrior minion appears and shield bashes the opponent, launching them back.
Ranger's Reticle 	A Ranger minion appears and blasts away the opponent with his blunderbuss rifle.
Tricks of the Mage	A Mage minion appears and stabs his staff on the ground, creating an ice spike underneath the opponent that launches them in the air.
Worker's Duty 	A Worker minion appears and repeatedly strikes the opponent with a mallet, burying them in the ground.
|-|Alternate Skins=
Default 	
Warrior Princess	
Stage Entrance 	Princess Plump is carried from the side by a group of her minions.
Idle Animations 	Holds her stomach hungrily.Runs her hand between her hair.Places her hands on her hips and taps her foot impatiently.
Podium (Winner) 	Raises her hands in celebration, then starts gulping down cake slices endlessly.
Podium (Loser) 	Shrinks back to her original weight, and starts crying on her knees.
Heads will roll 	Points to the opponents and makes a throat cut gesture saying "I'll have your heads!".
You're nothing! 	Princess Plump turns her head and makes a 'go away' gesture with her hand towards the opponents.
Almost had it 	Princess Plump tosses a slice of cake in the air and tries to catch it in her mouth, only for the cake to land on her face, which she angrily wipes off.
Boring! 	Princess Plump hops on a throne and sits in a bored manner. This taunt can be held indefinitely, with the Princess occasionally yawning.
</div>
===Jake===
JAKE
(Dog's Life, 2004)	
Man's best friend, lovingly coated in 15 tons of steel.
Despite being one of the heaviest and largest characters in the roster, Jake is fundamentally a zoner character, playing from a distance to avoid being trapped in combos by more agile fighters.
Campaign details
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|-|Light Attacks=
Steel Paw 	Swings the metallic arm of his mech suit forward, hitting with the back of it's hand.
Bone Digger 	Steps forward while violently stomping the ground.
Rotor-tail Whip	A helicopter blade-like tail pops from the back of his suit, which hits foes directly above him multiple times.
Chicken Zapper 	Quickly fires lasers from the eyes of the mech suit at a downward angle, aiming at the ground. This moves launches the opponents into the air.
|-|Light Air Attacks=
Tail Chaser 	Extends his mechanical arms outward and rapidly spins the torso of the mech, striking opponents around him multiple times, making this a great move to drag airborne fighters towards the ground.
Bone Crusher 	Slams his mechanical hands together in front of him. While it creates a small shockwave that ensures a generous range, the hit is a lot stronger at the center of the hands.
Anti-bird Missiles	Fires multiple small missiles from his back above him, all of which detonate after a short distance, striking opponents multiple times.
Fetch Hand 	Points his left mechanical fist downwards, which rockets off the arm a short distance downwards. The fist disappears and respawns onto Jake's suit almost immediately.
|-|Heavy Attacks=
Bark Blast 	Opens the mouthpiece of the suit, which charges up and fires a medium-ranged laser in front of him which passes through opponents.
Play Catch 	Lunges forward while grabbing with his mech suit. If the mech catches anyone, it will rear back, spin it's arm at high speed and toss the opponents in an arch forward.
Sticks Cutter	Swaps one of the suit's hands with a buzzsaw, which he then points upwards, dealing multiple hits to opponents above him.
Sonic Bark 	Charges up the suit, which then unleashes a loud, sonic bark which creates a large shockwave around it with high knockback (but less damage than one would think).
|-|Heavy Air Attacks=
Aerial Bark Blast 	Works the same as the grounded counterpart.
Bone Burial 	Similar to the ground version, but once the suit grabs an opponent, it will instead slam them on the ground below, going down with them.
Aerial Sticks Cutter	Works the same as the grounded counterpart.
Aerial Sonic Bark 	Works the same as the grounded counterpart.|}
|-|Special Attacks=
B.R.E.E.D. Missile	Fires a missile from the left arm of the mech, which can be changed between 4 different types by holding down the button, as Jake will automatically cycle through each one in order. The missiles are styled after various dog breeds seen in Dog's Life:
Lopez Missile : fast but relatively weak missile, it's a reliable tool for spacing out opponents. Inspired by the Chihuahua.
Spot Missile : a missile with average stats, which can be freely controlled by the player with the left stick. Inspired by the Dalmatian.
Bull Missile : a slow moving missile with devastating power. Inspired by the Bull Mastiff.
Frou Frou Missile: a missile with average speed that detonates into smaller missiles upon impact, trapping opponents into a series of blasts. Inspired by the pinscher.
Dog Pounder 	Leaps into the air diagonally forward, then crashes down, stomping the ground and opponents with the pressure-plate feet of the suit.
Helicopter Tail 	A large tail pops out of the mech, acting as a rotor blade which lifts it upwards and grants Jake protection from above (due to the rotor hitbox) and allows him to move left and right as well. Jake and the mech are left in a vulnerable fall afterwards.
Exhaust Gas 	Releases a cloud of poisonous gas from the mech (from a tube strategically placed on it's rear) that damages opponents over time. Duration, power and radius of the cloud varies depending on how much time passes between each use, so it's best used sparingly, especially cause at maximum charge it will also have a powerful hitbox capable of knocking out opponents at higher damage.
|-|Throws=
All-Bite 	Sticks the opponent inside the mech suit's mouthpiece, spitting them out with a blast.
Butterflies Fryer	Tosses the opponent diagonally upwards, striking them in mid-air with a laser shot from the mech suit's eyes.
Howl 	Launches the opponent above him, then unleashes a sonic bark which sends the opponent flying straight above.
Sit 	Jumps and lands while sitting with the mech suit over the opponent, crushing them underneath.
|-|Alternate Skins=
Default 	
Prototype Suit 	
Stage Entrance 	Jake wags his tail and barks, as the mech suit lands beside him and happily hops inside of it.
Idle Animations 	Releases steam from the mech suit's joints.The mech suit's hands spin 360 degrees.The suit enters a standby status for a moment, with the lights getting dimmer while resting it's arms and legs.
Podium (Winner) 	The mech suit's cockpit opens, as Jake pops his head out and howls victorious and winks at the camera.
Podium (Loser) 	Jake gasps and frowns as his suit shuts off with a cloud of smoke and one of it's arms falls off.
Beware of the dog	Jake swaps the hand of the suit with a buzzsaw, and menacingly rotates it.
Nap time 	Jake opens the cockpit of the suit and yawns while stretching, then falls asleep curled up inside the suit, as visible letters Z appear above him. This taunt can be held indefinitely.
Treat dispenser 	Jake opens the cockpit of the suit, while one of it's arms turns into a small cannon and fires a treat towards him, which he catches and eats with a small jump.
Do the robot! 	Jake's suit starts doing a silly robot dance. This taunt can be held indefinitely.
</div>
===Doom Slayer===
DOOM SLAYER
(DOOM, 1998)	
Every demon's worst nightmare.
Doom Slayer needs to land Heavy Attacks to gain ammo for his Specials, but thanks to one of the highest speed stats of the roster, getting in close is no problem for him.
Campaign details
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{|cellpadding="1" cellspacing="1" style="width: 100%; background-color: #090a14; color:#ebede9;margin:auto;color:#c7cfcc;"
|<tabber>
|-|Light Attacks=
Brutal Beatdown 	Two rapid hooks, which can be repeated indefinitely.
Praetor Dash 	Dashes forward with a shoulder bash, leaving a glowing trail behind. Inspired by the Dash of Doom Eternal.
Arm Blade Uppercut	A low-knockback uppercut. Pressing the input again after the hit has landed results in the Slayer's arm blade to come out for an additional strike that launches opponents.
Skull Masher 	Violently stomps on the ground.
|-|Light Air Attacks=
Ribs Crusher 	A high knee strike, which comes out almost immediately.
Arm Blade Rip 	Widely swings his arm blade in front of him.
Arm Blade Tear 	Swings his arm blade in an arch above him.
Aerial Curb Stomp	Stomps with both feet below him, plummeting opponents.
|-|Heavy Attacks=
Chainsaw Slash	Swings his chainsaw in front of him. Replenishes ammo when striking opponents.
Crucible Blade	A lunging downward slash with the Crucible blade. Replenishes ammo when striking opponents.
Flame Belch 	Uses his shoulder-mounted flamethrower, firing in an arch above him. Replenishes ammo when striking opponents.
Blood Punch 	Punches the ground creating a large shockwave around him with a technique known as the Blood Punch. Replenishes ammo when striking opponents.
|-|Heavy Air Attacks=
Aerial Chainsaw 	Works similarly to the grounded counterpart, but hits at a slight downward angle. Replenishes ammo when striking opponents.
Crucible Cleaver 	Similar to the grounded counterpart, but hits below the Slayer as well. Replenishes ammo when striking opponents.
Aerial Flame Belch 	Works the same as the grounded counterpart. Replenishes ammo when striking opponents.
Sentinel Hammer Drop	Drops to the ground with his Sentinel Hammer, creating a shockwave upon impact. Replenishes ammo when striking opponents.
|-|Special Attacks=
Sticky Bomb 	Fires an arching sticky projectile from his shotgun that detonates after a second. It's best used to force opponents into a block, allowing the Slayer to go for a grab. Requires ammo to work.
Super Shotgun 	A quick and powerful blow with the Super Shotgun. Has almost no startup and is extremely powerful at close range, but it's almost pointless at a distance, as it will barely make opponents flinch. Requires ammo to work.
Rocket Launcher	Leaps high into the air thanks to an Air Booster, then fires his Rocket Launcher diagonally downwards. The rocket won't be fired if the Doom Slayer has no ammo.
BFG 9000 	Fires an green plasma bolt from his BFG 9000, which travels in a straight line and drags opponents into it at close range, before detonating and dealing massive amounts of damage. This move requires the most amount of ammo that the Slayer can carry, and uses up all of it for each shot, making it an expensive but valuable attack, especially against groups of enemies.
|-|Throws=
Glorious Assault	Punches the opponent twice, before knee-striking them away.
Fire and Steel 	Impales the opponent with the arm blade, then blasts them off of it with his Super Shotgun.
Plasma Rifle 	Sticks his Plasma Rifle into the opponent, aims upwards and fires, pushing them in the air with the stream of plasma bullets.
Overkill 	Curb stomps the opponent and finishes them off with a Super Shotgun blast.
|-|Alternate Skins=
Default 	
Retro Rampage 	
Stage Entrance 	Drops down onto an Imp demon from a portal, crushing it in the process.
Idle Animations	Loudly cracks his neck.Slams his fist on his palm.Checks out his arm blade.
Podium (Winner)	Rises his Crucible blade victoriously in the air, as red lighting strikes it.
Podium (Loser) 	Doom Slayer falls to his knees, repeatedly punching the ground in anger.
Hell shall fall	Points forward with his arm blade, then cuts with it to the side.
Eat lead 	Breaks open his shotgun, then closes it back with a wrist movement after loading it.
Mini-Slayer 	Grabs a Mini-Slayer action figure and does an elaborate fist bump with it.
Do it for her 	Grabs a picture and looks at it morosely, while a thinking bubble with his rabbit Daisy inside of it appears above him.
</div>
== Dovahkiin ==
DOVAHKIIN
(The Elder Scrolls V: Skyrim, 2011)	
Chosen by fate to protect humanity from the Dragons.
Dovahkiin wields a two-handed greatsword that grants him impressive power and range on his Light and Air Attacks, making him a reliable heavyweight under almost all aspects.
Campaign details
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|<tabber>
|-|Light Attacks=
Steel Might 	A greatsword bash followed by a rotating slash. The first hit comes out quickly, and neatly leads into the second hit for a reliable tool to get up-close opponents away from him.
Steel Slash 	A wide slash with great horizontal range, comes out at decent speed.
Great Beheader	Slams the blade of his greatsword on the ground, hitting in an arch from left to right above him as well. Works as a great tool for starting combos or to keep them going, but lacks in killpower.
Warrior Rend 	A wide slash low to the ground, which trips the opponents and lifts them in the air, perfectly setting up aerial follow-ups.
|-|Light Air Attacks=
Circle Slash 	A downward arching slash, which strikes opponents pretty much all around him. It's long duration and wide coverage, combined with it's low landing lag, make it perpaphs the best combo starter at Dovahkiin's disposal.
Draconic Might	A two handed downward strike, which plummets opponents hit with the tip of the blade, rewarding optimal spacing of the move.
Wing Cutter 	An upward arching slash.
Dragon's End 	A mighty two-handed slash directly below him. Striking opponent with the tip of the sword plummets them, while those hit with the body of the blade are launched horizontally.
|-|Heavy Attacks=
Champion Slash 	Slams his greatsword on the ground. Has a wide range and devastating power, making it a fearsome tool, especially when used to ledge-guard.
Critical Charge	Steps forward while doing a rotating slash attack that hits twice. The first hit comboes into the second one.
Meteor Blade 	Leaps in the air with a rising slash, then crashes back down stabbing the greatsword in the ground.
Cutdown 	Delivers a powerful low slash in front of him, then behind him while kneeled.
|-|Heavy Air Attacks=
Aerial Champion Slash	Works the same as the grounded counterpart, with the attack briefly stalling his momentum.
Critical Breaker 	Dashes in mid-air while charging with his blade, stabbing through anyone in the way.
Aerial Meteor Blade 	Works the same as the grounded counterpart.
Crescent Cut 	A one-handed, arching slash below him.
|-|Special Attacks=
Unrelenting Force	A devastating Shout that launches opponents around Dovahkiin with great force. Has three levels of charge: FUS, RO and DAH. FUS will push back opponents, without damaging them directly but is a great tool to quickly space them out; FUS ROH will send opponents further away, dealing high damage; FUS RO DAH might take a while to fully charge, but can KO opponents at ridicolously low damage, making it the go-to move to use if the Dovahkiin manages to stun his foes.
Whirlwind Sprint 	A Shout used for quick horizontal movement. Has three levels of charge: WULD, NAH and KEST. WULD makes Dovahkiin sprint forward a good distance at high speed, acting as his primary approaching tool/horizontal recovery option; WULD NAH increases the distance traveled, this time also allowing the Dovahkiin to angle the trajectory upwards or downwards for added control; WUL NAH KEST does not increase speed or distance, but instead gives the move offensive capabilities, dealing multiple hits to opponents in his trajectory.
Cyclone 	This Shout creates a damaging cyclone beneath the Dovahkiin, which he uses to boost himself upwards. Has three levels of charge: VEN, GAAR and NOS. VEN traps opponents into a smaller cyclone which deals multiple hits and lifts the Dovahkiin upwards, making it a decent recovery move; VEN GAAR is much better suited for vertical recovery thanks to it's increased launching height, while still dealing good damage to those it strikes; VEN GAAR NOS sees a small but fundamental change, as the opponent is now lifted along with the Dovahkiin, allowing for aerial follow ups.
Dragon Aspect 	A Shout unique from the other three: it has a single level of charge (MUL QAH DIIV), but can only be used once per stock. After a cancelable one-second charge, this Shout wraps the Dovahkiin in an etheral set of dragon-like armor for 15 seconds, during which his other Specials will charge in half their usual time.
|-|Throws=
Cold Finisher	Impales the opponent with the greatsword, then takes out the blade making them fall to the ground.
Fire Breath 	Kicks the opponent in the chest, pushing them back, then uses the Fire Breath Shout to blast them away with fire.
Storm Call 	Launches the opponent in the air with a chokehold, then uses the Storm Call Shout to strike the opponent with thunder, which makes them bounce off the ground and into the air once more.
Bucket Head 	Slams a bucket over the opponent's head, then lunges behind them and grabs them, lifting them in the air with two hands, then buries them in the ground.
|-|Alternate Skins=
Default 	
Daedric Armor 	
Stage Entrance 	Walks in and picks up his greatsword which is stabbed in the ground, then assumes a battle stance.
Idle Animations	Points his blade towards the opponents.Slowly looks around.Twirls the greatsword in his hand.
Podium (Winner)	The Dovahkiin absorbs a dragon's soul (with the same effects and sounds seen in Skyrim) while raising his sword in the air with two hands victoriously.
Podium (Loser) 	An arrow is fired from off camera onto the Dovahkiin's knee, making him kneel to the ground in pain.
Battle Cry 	Stabs his greatsword on the ground and lets out a fierce battle cry.
Skeever Butt 	Holds his sword with one hand while making a taunting gesture with the other while saying "Come at me, skeever butt!".
Alchemic Rest 	Grabs a potion (which can be either red, green or blue) and drinks it up, throwing it on the ground afterwards.
Cheers! 	The Dovahkiin raises a mead tankard, then drinks it. The Dovahkiin will drink for as long as the button is held, and once the button is released, he will wipe his mouth and throw the tankard on the ground.
</div>
== Miraak ==
MIRAAK
(The Elder Scrolls V: Skyrim, 2011)	
Ancient warlock with an insatiable thirst for power and knowledge.
Miraak is a powerful yet somewhat frail magic user that specializes in set-up kills and relies heavily on his Black Books to enhance his moves.
Campaign details
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|-|Light Attacks=
Lightning Shock	Emits a short-ranged burst of lightning from his hand. If the button is then held or mashed, Miraak will continue to discharge electricity to rack up damage to nearby opponents, dealing multiple hits.
Firstblade 	Uses his sword, the Firstblade, to deliver a tendril-powered long ranged slash. Opponents at a certain range will be launched towards Miraak, making this a great move to start combos.
Mora's Agony 	Clenches his fist as a black tendril erupts from the ground in front of him, launching opponents in the air.
Ruling Staff 	Slams the bottom of his staff on the ground, creating a small shockwave that hits on both sides, pushing back opponents.
|-|Light Air Attacks=
Writhing Corruption	A barrage of tendrils erupts from Miraak's body, hitting opponents all around him.
Chain Lightning 	Unleashes a stream of lightning from his hands, dealing multiple hits to anyone near and far thanks to it's generous range.
Master Hold 	Telekinetically grabs opponents above him and tosses them at a downward angle forward. This attack acts as a command grab, so it can go through blocks, but it's also a strong combo ender.
Lightning Bolt 	Fires a short ranged lightning bolt below him. It's Miraak's strongest Aerial Light Attack, especially when hitting with the lightning itself (incorrect spacing of the move may result in Miraak hitting with his arm or the surrounding electrical discharges, which deal less damage), as it will plummet opponents.
|-|Heavy Attacks=
Unrelenting Force	Uses the Unrelenting Force dragon shout, launching opponents all around him. When this move is executed inside the Black Book's area, opponents will be stunned if the attack is charged all the way.
Frost Breath 	Uses the Frost Breath dragon shout, creating a freezing wave that travels across the entire platform. When this move is executed inside the Black Book's area, it will leave a trail of ice spikes behind it if the attack was charged all the way.
Cyclone 	Uses the Cyclone dragon shout, creating a tall hurricane above him, which deals multiple hits to anyone in it's area.
Piercing Agony 	Raises two large tendrils on each side, which will impale opponents and launch them upwards. When this move is exectued inside the Black Book's area, the tendrils will hold the stricken opponents in place for 3 seconds.
|-|Heavy Air Attacks=
Aerial Unrelenting Force	Works the same as the grounded counterpart.
Aerial Frost Breath 	Works similarly to the grounded counterpart, although the Black Book's area won't have any effect on the aerial freezing wave.
Apocrypha's Torment 	Raises his hand skywards, creating a black and green vortex that traps opponents into it, causing multiple hits and a final stronger hit that launches them away. It's much faster than the grounded Up Heavy Attack, making it a more popular anti-option.
Fire Breath 	Uses the Fire Breath dragon shout below himself, shooting a large fireball towards the ground which plummets opponents and sets them on fire.
|-|Special Attacks=
Black Book 	Creates a floating Black Book, which generates an large area of effect around it. When certain moves are executed inside this area, they get additional bonus effects or slightly altered properties.
Soul Devour 	Grasps nearby opponents and shouts "Ziil Los Dii Du!", absorbing their soul to inflict damage and heal some of his own, then tosses the opponent on the ground. If done inside the Black Book's area instead, Miraak will punch the opponent at an upward angle afterwards, allowing him to follow up with a combo.
Daedric Displacement	Miraak gets engulfed by whirring tentacles, teleporting in whichever direction is held afterwards. When teleporting inside the area of a Black Book, Miraak will deal damage upon reappearing with a barrage of tendrils.
Writhing Tentacles 	Slams his staff on the ground, creating a puddle of tentacles nearby. Anyone who steps into this puddle gets impaled by the tentacles and held in place by them, forced to mash to get out to avoid poison damage.
|-|Throws=
Shock Prison 	Slams the opponent on the ground, then electrocutes them with chain lightning on the ground.
Solstheim's Terror 	Levitates while telekinetically lifting the opponent, then blasts them off with a gesture.
Daedric Riddance 	Engulfs the opponent with tentacles erupting from the ground, teleporting them high into the air. This move deals no damage, but leaves opponents in a vulnerable falling state.
Master of the Voice	Uses the Unrelenting Voice shout twice, first to kneel the opponent, and then to knock them to the ground.
|-|Alternate Skins=
Default 	
Corrupted Herald 	
Stage Entrance 	Walks out of a dark portal guarded by two Seekers, who then disappear.
Idle Animations 	Clenches his electrically charged fist.Taps his staff on the ground.Opens his arms and levitates.
Podium (Winner) 	Two Seekers appear around Miraak after he lifts his hand, which he then points towards the camera.
Podium (Loser) 	Miraak disintegrates as his soul flies off his body, leaving only his skeleton behind.
Thirst for knowledge	Opens his hand, spawning a book which he closes after telekinetically scrolling a few pages.
Master of my fate 	Miraak points his staff towards the opponents and says "You have no idea of the power I hold.", then slams the staff on the ground, creating a small green shockwave.
First Dragonborn 	Spawns a dragon skull in his hands, which he then crushes with a simple gesture. From the bones, he then absorb the dragon's soul.
Miraak's chant 	Miraak holds his staff to the chest with both hands, and starts chanting. The chant will go on (and eventually loop back) for as long as the button is held. The full chant goes as follows:
"Here in my shrine
That you have forgotten
Here do you toil
That you might remember
By night you reclaim
What by day was stolen
Far from yourselves
I grows ever near to you
Your eyes once were blinded
Now through me do you see
Your hands once were idle
Now through them do I speak
And when the world shall listen
And when the world shall see
And when the world remembers
That world shall cease to be."
</div>
== Courier Six ==
Courier Six
(Fallout New Vegas, 2010)	
Revenant courier of the post-nuclear Mojave Desert.
Courier Six is a bit of an unorthodox fighter which can draw a card to either improve or worsen Side Special, depending on his luck.
Campaign details
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|-|Light Attacks=
Alien Blaster 	A unique Neutral Light Attack move that sees Courier Six firing a small and weak projectile from his Alien Blaster. The Courier can keep firing until the weapon will eventually overheat, preventing additional shots form being fired for a second.
Shishkebab 	A downward slash with the flaming Shishkebab sword, which burns the opponents.
Varmint Shot 	Aims his Varmint Rifle at an upward angle and fires a short-ranged shot. The Courier will strike opponents when he brings up the gun, allowing the first hit to combo into the second one.
Ranger Takedown	A low sweep-kick, ideal for starting combos.
|-|Light Air Attacks=
Fist of Rawr 	Equips the Fist of Rawr, slashing with the clawed hand in front of him.
Aerial Varmint Shot	Fires a shot from his Varmint Rifle directly forward. It has limited range and proves efficient exclusively when hitting up close, but the Courier will be sent slightly backwards from the recoil despite that.
Bear Trap Fist 	Uses a Bear Trap Fist to deliver a two-hit punch above him: the first hit is weaker, while for the second hit, the Bear Trap will snap, dealing a lot more damage.
Dynamite Drop 	Pulls a dynamite stick from his coat and lets it fall below. It will detonate upon contact with the opponents or any solid ground.
|-|Heavy Attacks=
Nuka Breaker 	Slams a large Nuka Cola sign on the ground in front of him. The hit is naturally stronger towards the tip of the sign, but it will hit even at the handle.
Ballistic Fist 	Rears back while charging a punch with the Ballistic Fist equipped, then plows through any opponent with it. While it's quite powerful and useful to break defenses even at longer range, it suffers from some noticeable ending lag.
Ballistic Uppercut	A charged uppercut with the Ballistic Fist. The Courier leaps slightly into the air during this move.
Pushy 	Punches the ground with the Pushy gauntlet, creating a large electrical shockwave all around him.
|-|Heavy Air Attacks=
Nuka Breaker Swing 	Swings a large Nuka Cola sign in front of him. It's slow but quite powerful.
Ballistic Dunk 	A downward, hammer punch dealt with the Ballistic Fist, which can plummet opponents if they are caught in this move's relatively narrow but deadly hitbox.
Aerial Ballistic Uppercut	Works similarly to the grounded counterpart.
Super Sledge 	Equips the Super Sledge hammer and drops down with it's head pointed downward, creating a shockwave upon landing.
|-|Special Attacks=
Rock-it Launcher	Uses a Rock-it Launcher to shoot various Fallout-themed objects at slighlty random trajectories. Despite the items variety, they all deal the same low damage, although it can be fired indefinitely as long as the button is mashed. This makes it a great move to try and halt opponents from recovering on stage or to keep them in check from medium range.
Lucky Shot 	Points his Lucky revolver forward and fires. On it's own, it's a decent at best move that creates a short-ranged blast, but it's effects and efficiency are altered when used after Down Special, ranging from it blowing up in Courier Six's face to becoming one of the game's most powerful moves.
ED-E My Love 	Hangs onto ED-E, which hovers upwards for quite a long distance, during which the Courier is free to move left or right. Notably, Courier Six is not left in a vulnerable state after the move ends, and it can be cancelled at any time with his Aerial attacks, making it one of the game's best recoveries.
Lucky Draw 	The Courier pulls a Lucky-38 Card, which appears folded in an icon above his head. If the Courier uses Lucky Shot afterwards, a zoom-in takes place where the card above his head is revealed, with a value ranging from Ace (lowest) to King (highest), which results in various outcomes depending on the card. Below is a detailed list of every card and the corresponding effect:
Ace: The Courier's gun blows up, damaging him for 10 DMG.
Two: Deals 1 DMG and no knockback.
Three: Deals 3 DMG and makes the opponents flinch.
Four: Deals 5 DMG and minimal knockback.
Five: Deals 7 DMG and slight knockback.
Six: Deals 10 DMG and low knockback.
Seven: Deals 10 DMG and moderate knockback.
Eight: Deals 10 DMG and high knockback.
Nine: Deals 15 DMG and high knockback.
Ten: Deals 20 DMG and high knockback.
Jack: Deals 30 DMG and burns the opponent, causing high knockback.
Queen: Deals 30 DMG and high knockback, also stunning the opponent.
King: Deals 50 DMG, resulting in an almost guaranteed KO at almost any damage.
|-|Throws=
Bad Luck 	Kicks the opponent in the legs, kneeling them, then spins the drum of his revolver and fires at their head.
Set the World on Fire	Stabs the opponent with the Shishkebab sword, then blasts them off with his gun.
Flash, Bam, Alakazam 	Gently rolls a stick of dynamite between the opponent's legs, blasting them in the air.
Robotic Expert 	ED-E appears beside Courier Six, firing a laser that stuns the opponent.
|-|Alternate Skins=
Default 	
Big Iron Carrier 	
Stage Entrance 	Courier Six is checking his Pip-Boy, then gets ready for battle while slinging his revolver.
Idle Animations 	Slings his revolver.Quickly checks his Pip-Boy.Aims his revolver and pretends to shoot it.
Podium (Winner) 	Flips the Platinum Chip in his hand, looking back at the camera.
Podium (Loser) 	A wooden cross stands on a pile of dirt, indicating Courier Six's grave. After a bit, the Courier's hand rises from the dirt, as if grasping for air.
Bottle caps hoarder 	Grabs a Nuka Cola and flips the cap open, catching it with his hand and pocketing it.
Bobble head friend 	Takes a bobble head depicting Vault Boy and bumps his head, much to the Courier's amusement.
Trusty canteen 	The Courier grabs his Vault 13 Canteen and takes a sip.
Till somebody loves you	The Courier clicks his Pip-Boy, starting a Mr. New Vegas audio clip from his radio that says "It's me again, Mr. New Vegas, reminding you that you're nobody 'til somebody loves you. And that somebody is me. I love you.". It's a lenghty taunt that can sadly get interrupted if the Courier is hit while the audio plays.
</div>
== Legate Lanius ==
LEGATE LANIUS
(Fallout New Vegas, 2010)	
Ruthless commander of Caesar's Legion.
Free of intricate mechanics, hard to KO and with extremely powerful moves, Legate Lanius is an easy choice for anyone who loves to dominate the oppositon with raw strenght and intimidation.
Campaign details
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|-|Light Attacks=
Dominus Kick 	A short ranged but mighty kick to the chest, unusually powerful for a Neutral Light Attack.
Precise Strike 	Uses his Blade of the East to deliver a lunging stab. It has generous range, but the move is a lot stronger at the tip of the blade.
Dissecting Blade	A low-to-high straight cut with his blade, which lifts opponents in the air.
Crushing Impact 	A short-ranged shoulder charge, which deals fixed knockback.
|-|Light Air Attacks=
Imperial Knee 	A swift knee strike, acting as the Legate's fastest move. It has a stronger initial hit, followed by a lingering, weaker hitbox.
Blade Vortex 	Extends his hand outward while vertically spinning his blade, hitting multiple times. Ideal to drag opponents to the edges of the stage, especially when used to combo into itself.
Death from Below	Bashes his blade above him, holding it in a wide, two-handed grip. It's deceptively powerful.
Impetus 	A mighty downward stomp with both legs, which plummets opponents and deals great damage, but it's risky when used too far off the stage.
|-|Heavy Attacks=
Decimation Blade 	A slow but powerful blade slash, capable of scoring very early KOs under the right circumstances.
Triumvirate Assault	A lenghty Heavy Attack in three steps: a blade slash, followed by a kick and ending with a long ranged stab. Works great for crowd control, but it's risky against single opponents.
Magnum Slash 	An upward arching slash with his blade, that hits from left to right.
Para Bellum 	Spins in place with his blade extended outward, hitting once on both sides.
|-|Heavy Air Attacks=
Decimation Blade Volantis	Works similarly to grounded counterpart, although it's a hammering motion with the blade rather than a slash, capable of plummeting opponents.
Divide Et Impera 	A wide, round slash forward. What it lacks in range is made up for in raw power.
Magnum Slash Volantis 	Works the same as the grounded counterpart.
Bellum Volantis 	Works the same as the grounded counterpart.
|-|Special Attacks=
Hasta Toss 	Tosses a spear forward, which travels in an arch and pierces opponents in it's way and remains stabbed into them. Those stabbed by the spear will take 1 DMG per second, but it can be taken off in various ways such as landing a parry or being struck by the Legate's Down Special. The spear will also disappear on it's own after 15 seconds. If Lanius misses and the spear lands on the ground, he will be unable to toss a new spear for 5 seconds, until the old one disappears from the ground.
Ad Victoriam	An Super Armored charge with his blade pointed forward, ending with a powerful slash. It can be manually cancelled into the strike by pressing the button at any time, though it can't be cancelled into another action such as blocking or jumping.
Tabula Rasa 	Leaps high into the air, then dives back down while stabbing with a spear. The first opponent to be struck by this attack will be stabbed by the spear just like with Hasta Toss, with the same rules and effects.
Mors Tua 	A short-ranged grab, which sees Lanius lifting the opponent by the throat and kicking them away. If the grabbed oppponent is stabbed with the spear, Lanius will instead violently extract the spear out of them for increased damage and knockback.
|-|Throws=
Domination 	Punches the opponent in the guts, kneeling them, then curb stomps them with might.
Imperial Toss 	Lifts the opponent with both hands in the air and hurls them forward at high speed.
No Mercy 	Slams the opponent on the ground with such power to make them bounce off in the air.
Veni, Vidi, Vinci	Stabs the opponent in the chest, then extracts the blade making them fall to the ground.
|-|Alternate Skins=
Default 	
Son of Mars 	
Stage Entrance 	Extracts his blade from an NCR Trooper lying on the ground.
Idle Animations 	Crosses his arms.Stretches his neck.Points his blade forward and jerks it to the side.
Podium (Winner) 	The podium Lanius stands on is covered by flames, with the Legate slowly looking back at the camera menacingly.
Podium (Loser) 	The Legate falls to his knees and looks down.
Thumb down 	Holds out his fist, then gives a thumb down while saying "Death, to you.".
Thrill of the battlefield	Lanius raises his hands, while his cape flows vigorously and says "You are nothing but a coward.".
Terror of the East 	Slowly rears back his weapon, then suddenly slams it on the ground with might, making blood come off the blade.
The bear and the bull 	Holds an NCR Ranger helmet in his hand, which he then crushes and tosses away.
</div>
== Emily ==
EMILY
(Dishonored, 2012)	
Bearer of cursed powers and empress of a broken city .
Emily compensates her low damage output with her unique ability to create a clone of herself, which mirrors her every movement, making this difficult character one of the most rewarding when mastered.
Campaign details
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|-|Light Attacks=
Folding Blade Cut	A triple slash with her Folding Blade.
Royal Kick 	A swift, spinning kick, which covers more range than her blade attacks.
Ascending Blade 	A low to high ascending slash with her sword, ending with a blade twirl above her which hits multiple times.
Shadow Slide 	A sliding kick across the ground, which covers an impressive distance, acting as a prime way to slide under smaller projectiles.
|-|Light Air Attacks=
Double Kick	A series of two spinning kicks.
Blink Slash	Slashes forward with her sword. Uniquely, if the button is held, Emily will become invisible and reappear once the button is released, performing the attack with a delay. Emily's movement is much slower while invisible, but she can still move and turn regularly (although she can't jump or dodge).
Usurper 	An upward arching slash.
Drill Kick 	Performs a multi-hitting drill kick at a downward angle.
|-|Heavy Attacks=
Break the Silence	Two powerful and consecutive blade slashe. They have a wide range but the lenght of the animation leaves Emily wide open if she misses.
Chaos Takedown 	A lunging stab followed by a point-blank pistol shot.
Loud Killer 	A strong bycicle kick, followed by an upward mid-air pistol shot.
Sticky Grenade 	Tosses a sticky grenade on the ground and shoots it while backflipping away, causing a large explosion.
|-|Heavy Air Attacks=
Flying Folding Blade	A powerful wide slash in mid-air.
Aerial Takedwon 	A flying kick, followed by an angled pistol shot.
Aerial Loud Killer 	Works the same as the grounded counterpart.
Sticky Grenade Drop 	Works the same as the grounded counterpart, with the grenade dropping down until it reaches solid ground.
|-|Special Attacks=
Doppleganger/Transposition	Creates an identical clone of herself at a short distance, which mimicks her every movement and attack (except Special Attacks, Throws and blocking). Tapping the button again while the clone is out will immediately switch Emily and her clone's place. The clone is slightly slower than Emily is, giving one easy way to set the two apart.
Crossbow 	Fires a dart from her crossbow, which travels in an arch forward. Hitting the clone with this dart makes it explode the same as her Down Special.
Far Reach 	Uses Far Reach to create and shoot a tendril that travels in an upward angle, acting as an anti-air grab of sorts. Opponents grabbed by the tendril are pulled near Emily, which can follow up with another attack. If it catches a wall instead, Emily will zip to it and use it to recover back on stage.
Baffling Shade 	Clenches her fist, making the summoned doppelganger burst into a cloud that stuns opponents. A very useful tool for combos, forcing opponents to pay attention when trying to approach the clone.
|-|Throws=
Surprise Shot 	Aims her pistol at the opponent's head, then teleports behind them and shoots them in the back instead.
Stylish Execution	Places a sticky grenade on the opponent's back while vaulting over them, then shoots it upon landing on the other side, blasting the opponent in the opposite direction.
Bloodflies Storm 	Clenches her fist, as the opponents is surrounded by a turbine of Bloodflies and launched into the air.
Death from Above 	Vanishes and reappears into the air, pouncing on the opponent and stabbing them with her blade.
|-|Alternate Skins=
Default 	
Honor the Father 	
Stage Entrance 	Creeps onto the stage in her Shadow Walk form.
Idle Animations 	Twirls the blade in her hand.Clenches her hand, which starts to glow.Adjusts the bandages on her hand.
Podium (Winner) 	Sits on her throne, slowly crossing her legs.
Podium (Loser) 	Turns into stone, dropping her blade in disbelief.
Expert of the blade 	Performs an elaborate trick with her folding blade, passing it between each hand.
Dominion 	Creates a miniature Dominion construct in her hand, chuckling.
Of Mice and Void 	Clenches her fist, summoning a small rat which does one of various random animations, including:
Beating it's chest.
Showcasing some judo moves.
Makes a cut-throat gesture.
Raises it's clenched fists and yells angrily.
Turns around and jiggles it's butt at the opponents.
Whispers of the Heart	Holds out the Heart, which beats in her hand and whispers a secret related to one of the opponents she is facing.
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