Elites Versus II/Characters

The launch roster of Elite Versus II counts a total of 35 characters, with an additional 5 being added as part of the Fighters Pack 1 DLC, for a round total of 40 playable characters. In this page, you can see each character's moveset in detail, including their full artwork and colors.
==Base Roster==
=== Mario ===
	Mario
- Mario -
You know him well, it's Mario! The timeless hero of the Mushroom Kingdom, perpetual rescuer of Princess Peach and bane of the evil Bowser, the most renown plumber of history has no shortage of options when it comes to a fight, able to count on the countless skills and power ups he gathered throughout his many, many adventures.
Once again, Mario is an easy character to learn, ideal for first-timers or those who don't want to spend too much time wrapping their heads around complex mechanics or moves. His Special Attacks are similar to the first game in function, but they have seen some reworks to better reference his more modern games, especially the 3D ones.
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Fireball 	Shoots out a bouncing fiery projectile. Lasts until it hits an opponent, but it doesn't deal much damage and is also fairly slow. Best used as a tool to approach opponents by using the fireball as a diversion, or to keep opponents from getting back onto the stage.
Cappy Capture 	Throws his hat forward as it spins rapidly. If it doesn't hit an opponent, Mario will leap towards it and bounce off using it as a trampoline. If it hits an opponent instead, the hat (Cappy) will latch onto the struck opponent's head, as Mario homes in on them and kicks them away as he makes contact.
FLUDD Takeoff 	Charges up his FLUDD, then launches himself upwards. The distance varies, depending on how long the button was held for, and the angle can also be slightly adjusted with the left stick.
Homing Ground Pound	Mario leaps into the air and spins, surrounded by little Lumas, then violently comes crashing down on the ground. As the name suggests, it homes in onto the nearest opponent.
Giga Bell 	Mario absorbs a Giga Bell, becoming Giga Cat Mario. In this huge form, Mario then leaps high into the air and crashes down onto the opponents like a meteorite, creating a large, shiny shockwave.
=== Sackboy ===
	Sackboy
- LittleBigPlanet -
This adorable burlap fella is Sackboy, inhabitant of the Imagisphere, where everyday dreams and ideas turn into reality. Despite the harmless appearance, ol' Sackboy is actually a renown hero, having saved the day in more than one occasion from foes such as the Negativitron and the Collector, always fighting to preserve creativity.
Sackboy has been redesigned to be more approachable by new players, with less emphasis on stage control and trapping, and more oriented towards a quick rushdown playstyle. That said, he can still fight from a distance thanks to his Neutral Special projectile and a new move which allows him to store opponent's projectile and use them himself, an excellent tool to counter zoning.
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Shock Creatinator	Equips a Creatinator and shoots forward a quick electric projectile that stuns opponents on contact. Useful for following up with combos and closing the distance between his opponents, but watch out for the slight ending lag on this move.
Jetpack Headbutt 	Charges forward using his jetpack for a boost. This move can be charged to increase damage and distance traveled.
Bounce Pad 	Bounces off a Bounce Pad, flying into the air with style. Sackboy can act freely after bouncing, but if he jumps, he'll be left helpless afterwards.
Object Capture 	Opens his Popit Menu and captures incoming projectiles, being able to store and use them later by using the move again. Note that Sackboy can store a single projectile at the time.
To the Moon! 	Sackboy builds a carboard Pod around the struck opponents, then pulls a lever, starting up the spaceship as it flies off to a LittleBigPlanet styled moon, with Sackboy smiling and waving at the trapped opponents.
=== Dovahkiin ===
	Dovahkiin
- The Elder Scrolls -
The Scrolls warned the people of Skyrim of the return of the dragons, but nothing could truly prepare them against their destructive power...nothing, except for one: the Dovahkiin, the Dragonborn. This legendary hero with the blood and soul of a dragon is said to appear during the most desperate of times, using his innate ability to use the beast's powers against them to restore peace in the ancient land of Tamriel.
Dovahkiin is a strong, although slow, heavyweight fighter that uses a greatsword to keep opponents in check with broad, disjointed attacks. No longer relying on a leveling system to power up his Specials, he can now use his new Shouts without worrying about what to prioritize: just wait for the right moment to unleash your fully-powered Shouts!
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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.
Fire Breath 	A long ranged Shout that shoots a fire wave forward. Has three levels of charge: YOL, TOOR and SHUL. YOL has short reach and low damage, but still burns the opponents, making it easier to rack up damage over time; YOL TOOR sees an increase in both range, speed and damage; YOL TOOR SHUL leaves a fiery trail in it's wake, setting parts of the stage on fire for a short amount of time, with the added bonus of briefly stunning the opponents.
Call Dragon 	The Dovahkiin Shouts to the skies, as the mighty dragon Odahviing lands behind him. The Dovahkiin then jumps on it's head, as the winged beast takes flight, grabs the opponents with his claws and launches them into the air, blasting them with a stream of fire.
=== Chloe & Nadine ===
	Chloe & Nadine
- Uncharted -
When veteran treasure hunter Chloe Frazer decides to track down the famed tusk of Ganesh, she knew she would need a hand, leading her to Nadine Ross, former leader of a large mercenary organization. While Nadine's straight-forwardness and Chloe's double agent tendecies often put the two at odds, they share a deep respect for each other, which makes for an ultimately unyelding duo, not letting anything or anyone get in their way.
A 2-in-1 fighter, Chloe and Nadine will perform actions almost simultaneously to chain one's attack into the other's. The active character (Chloe by default, can be switched with Neutral Special) will perform attacks with no delay, while the other will take a few frames instead, which might throw off unexperienced players at first, but with enough practice and dedication, these two can prove to be quite the deadly duo thanks to their stage control potential.
Show/Hide Moveset and Colors
My Turn! 	Tapping Special allows the player to immediately switch between Chloe and Nadine. The two have an almost identical pool of moves, so at first switching might seem pointless, but due to the small delay between Chloe and Nadine's actions, they tend to desynchronize quite often, resulting in them being in two different places at once. Switching then allows players to have better control over the duo, in short.
PARA-9 / S. 12 GAUGE 	When Chloe is the active fighter, she will shoot his Para-9 pistol for up to three consecutive shots at the nearest opponent, aiming directly at them. These are pretty weak, but fast and capable of briefly stunning opponents. If the active fighter is Nadine instead, she fires a Spezzotti 12 Gauge, a powerful shotgun which is slower and needs reloading between each shot, but has great potential for early KOs.
Partner Boost 	A team-up recovery, involving the active fighter being boosted upwards by the other to gain enough altitude to use a grappling hook to pull the boosting partner upwards along with her. This tricky move only works if Chloe and Nadine are close enough, so make sure to not abuse desynchronization techniques, including Down Special.
Element of Surprise 	The active fighter crouches down into a patch of tall grass, staying still and leaving the other to fight on her own. Pressing the input once more results in a surprise attack by the hiding fighter, which deals high damage and knockback. Holding down the button will instead just cancel the hiding stance, prompting Chloe/Nadine to regularly return close to the other.
One for the history books	The active fighter will lunge towards the opponents, tackling them to the ground and triggering a cutscene. The Revenge attack will alter slightly depending on what fighter initiated the move, but either way, the cutscene taking place on a helicopter, and sees either Chloe or Nadine deliver a melee assault on the caught opponent, after which her partner will tag in delivering a strong kick that sends opponents flying out of the aircraft and onto a railway. Shortly after, a cargo train will rush in and run over the opponents, launching them away and ending the cutscene.
=== Atoi ===
	Atoi
- Tearaway -
Atoi is the paper-crafted messenger chosen for one very special delivery. It's up to the player to help her through forests, deserts and mountains in a land made entirely out of paper, all while facing off against the Scraps, mean creatures who turn the colorful paper they touch into unbearably ugly newspaper strips. Aren't they just the worst?
Those who love light, aerial focused fighters will feel right at home with Atoi: thanks to her multiple jumps (courtesy of the wind currents made by The You) and hard hitting Aerial Attacks, Atoi can be an annoying opponent to deal with as she chases her opponents hit after hit to the corners of the stage. To make up for it, she is (as one could guess) the lightest fighter in the roster by far, particularly vulnerable while landing due to her slow falling speed. Use her Down Special to grab hold of a squirrel and increase her weight temporarly to avoid being punished too hard!
Show/Hide Moveset and Colors
Snap 	Snaps a picture with her paper camera, creating a small but deadly flash around it. While extremely powerful, it requires precision, as Atoi suffers a long recovery time after using it.
Paper Plane 	Hops on a Paper Plane and darts forward at high speed, quickly catching up to her opponents. She'll bounce off the struck opponents, allowing for aerial follow-ups.
Leaf Glide 	Gains a little vertical boost and then uses the leaf on her head as a parachute to glide and slow her descent. Doing anything (other than moving left and right) will cancel the glide, putting Atoi in a vulnerable falling state.
Squirrel Toss 	Holds a paper Squirrel in her arms for as long as the button is held for, tossing it forward as soon as the button is released. While useful as a heavy, bouncing projectile, it's most valuable when used in the air, as holding onto the squirrel increases Atoi's weight, allowing her to drop to the ground more quickly.
Power of The You	The You unleashes it's powers, first by blowing a strong wind that sends the opponents flying, then using their fingertip to squish them and flick them away, as Atoi waves them goodbye.
=== Trainer ===
	Trainer
- Pokémon -
Pokémons are the colorful creatures inhabiting the Pokémon World, and while they are used as pets or life companions by some, most use them to engage in friendly battles to determine who the best trainer is. This aspiring young trainer is one of the many who venture out in the wild to battle, catch and train Pokémons to become the next Pokémon Champion. In battle, he uses three of them: Blastoise, Blaziken and Decidueye.
Trainer is three characters for the price of one, being able to switch in real time between the heavyweight Blastoise, the rushdown focused Blaziken and the zoning specialist Decidueye. Having three widely different playstyles at your disposal with the press of a button may sound like an easy win, but there is a catch: all the Pokémons have a shared damage percentage, but they also have a dedicated HP bar, meaning that players are forced to switch to the next character once they run out of health. This forces players to get comfortable with all three Pokémons, knowing their strenghts and weaknesses alike to compensate using the whole team rather than focusing on a single member.
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HydropumpFocus EnergySpirit Shackle	Blastoise uses HYDROPUMP, a powerful stream of water from it's cannons that can be charged for maximum efficiency.Blaziken uses FOCUS ENERGY, which allows it to double the damage of it's next attack if uninterrupted.Decidueye uses SPIRIT SHACKLE, an arrow shot that can be angled and halves the jump height of it's targets if fully charged.
Rapid SpinFlare BlitzShadow Sneak 	Blastoise uses RAPID SPIN, retreating in it's shell and rotating at high speed while charging forward, gaining super armor for the duration of the move.Blaziken uses FLARE BLITZ, a fiery, multi-hitting charge attack capable of powering through most attacks and projectiles, at the cost of some recoil damage.Decidueye uses SHADOW SNEAK, turning into a shadow and sliding across the ground either forward or backwards, acting as a great tool for dodging attacks and creating space between opponents.
WaterfallDouble KickBrave Bird 	Blastoise uses WATERFALL, a water-powered uppercut which lacks in vertical distance but compensates with tremendous power.Blaziken uses DOUBLE KICK, rising into the air with a kick before diving back down with a second, homing kick.Decidueye uses BRAVE BIRD, making for an effortless recovery option that does not deal any damage however.
Pokémon Switch 	Switches the active Pokémon for the next, following this order: Blastoise, Blaziken and Decidueye. The switch can be done at any time, except while being hit, stunned or is otherwised affected by the opponent in any way, including grabs. The Trainer can be briefly seen recalling the active Pokèmon and sending the next from off-screen, similar to the first Pokémon games animation.
Mega Stone Power! 	The Trainer holds up a Mega Stone, allowing his Pokémons to take on their Mega Evolutions for a combined attack: Mega Blastoise launches the opponents in the air with his cannons, then Mega Blaziken kicks them repeatedly in the air and moves out of the way, allowing for Mega Decidueye to take a final arrow shot at the opponents, ending the cutscene. While Decidueye does not have a Mega Evolution in the mainline Pokémon games, one was designed specifically for this game.
=== Groudon ===
	Groudon
- Pokémon -
This imposing ground type Pokémon is one of the most ancient out there, as it's said it shaped the continents of the world. It was awakened by the organization known as Team Magma in an effort to expand the habitat of land-based Pokémons. This brought them at odds with Team Aqua, who had the exact opposite plan in fact: expanding the seas using Groudon's historic rival, Kyogre. 
What you see is very much what you get when it comes to Groudon: the biggest and heaviest character in EVSII by far, with slow but devastating attacks apt to overwhelm the opponent's defenses and going for very early kills. Compensating his simple moves and gameplay is the fact that Groudon possesses 1 hit of Super Armor on all of his attacks, giving him a chance to retaliate against the most pressuring fighters, who would otherwise give Groudon some serious problems due to it's sheer size and weight.
Show/Hide Moveset and Colors
Precipice Blades	Slams it's foot on the ground, causing red-hot rock spikes to emerge from the ground. Hold the button to increase the distance at which the rocks will appear.
Dragon Claw 	Rears back, then dashes forward while slashing with it's claws. Although it's a high commitment move, Groudon has Super Armor for the duration of the attack, allowing it to pass other attacks and projectiles with ease.
Heat Crash 	Leaps high into the air, surrounded by flames, then crashes back down, stomping the ground and causing a fiery explosion. It's a very linear recovery which only allows minor horizontal movement while Groudon is rising, and can easily lead to self-inflicted KOs if used carelessly.
Solar Beam 	Opens it's mouth and shoots a beam along the ground and then straight forward. It's a slow but very powerful move, as the beam (if uninterrupted) will travel across the entire stage.
Primal Reversion	Groudon turns into Primal Groudon, with the same animation seen in Pokémon Omega Ruby, roars and fires a large beam from it's mouth which travels across an ocean and explodes on an island where it's opponents are standing.
=== Link ===
	Link
- The Legend of Zelda -
Many are the tales of the legendary hero of Hyrule, Link, destined to perpetually fight and banish evil in all of his form. Pheraphs the oldest of these legends tells the story of Link when he was just a young boy, chosen for his courage to collect the 8 pieces of the Triforce of Wisdom and stop the Demon King Ganon to save Hyrule and it's princess Zelda from an age of chaos.
In this younger form, Link is a shorter character that mainly uses his sword and shield for his Light Attacks, complementing his zoning-based Specials thanks to these disjointed attacks. His Heavy and Special Attacks will see Link using items and weapons from the very first The Legend of Zelda game from 1986. With a grand total of 4 projectiles (one of which is shot by his sword in the Neutral Light Attack if he's at full health), Link is at his best when fighting from a distance, waiting for the right time to get close and deliver a finishing blow with his Heavy Attacks, or, if he's precise enough, using his arrows.
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Bow and Arrows 	Fires an arrow from his bow, increasing in power and distance the longer the button is held.
Magical Boomerang	Throws his Magical Boomerang forward, which returns to him as soon as it hits a wall or an opponent, stunning them briefly. The Boomerang will also return on his own after traveling a set distance. It's stunning property makes it an excellent tool to quickly close the distance between Link and his opponents.
Spin Slash 	A small turbine lifts Link into the air while he does a spinning attack with his sword. He's left vulnerable afterwards, so avoid using this off the stage.
Bomb 	Places a bomb onto the ground, which detonates after a second. It can be launched in all directions using other attacks before it blows up, but be careful: it can be launched by your opponents as well!
Triforce Slash 	Link lifts up his sword, and aided by an echo of princess Zelda, absorbs the power of the Triforce into it. Link then rushes towards his opponents and delivers three mighty strikes with the sword.
=== Ganondorf ===
	Ganondorf
- The Legend of Zelda -
Ganondorf, the Prince of Darkness himself, is a powerful warlock said to be the incarnation of evil and hatred themselves, and has plagued the lands of Hyrule and it's hero, Link, in pursuit of world domination with each of his inevitable returns. Usually bearing the Triforce of Power, this unstoppable force of evil joins Elites Versus II with some never seen before tricks, mainly his Malice Swords which allow him to unleash his true form: Demon King Ganon.
Ganondorf is a slow, heavyweight fighter that uses two giant swords to battle. This gives him an edge when it comes to range, but his attacks do take a while to come out given the sheer size of his weapons, making him a bit more difficult to use at his best as learning when to step back and wait for the right time to strike is crucial when playing as the warlock. The true potential of Ganondorf is to be found in his Malice mechanic however: landing hits with his Heavy Attacks releases Malice on the stage in the form of a purple, toxic cloud, which can then be detonated by tapping Down Special, or alternatively absorbed by holding it. Absorb enough Malice and Ganondorf will automatically transfrom into his Demon King Ganon form, increasing his size, power and speed for a short period of time.
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Dark Consumer 	Points one of his swords skywards, creating a large energy sphere on top of it which he then launches forward as soon as the button is released. Holding down the button will charge the sphere, making it bigger and faster. The sphere will also get bigger if it passes through Malice released by his Heavy Attacks.
Viscious Grasp 	Dashes forward, grabbing anyone in his path and dragging them along the ground before launching them forward. This move deals even more damage if an opponent is dragged through Malice left behind by his Heavy Attacks.
Phantom Warp 	Surrounds himself with purple energy and teleports a short distance in the held direction. Deals damage upon reappearing but he's left vulnerable afterwards.
Malice Eruption/Malice Absorbtion	Tapping Down Special will detonate the Malice clouds left behind by Ganondorf's Heavy Attacks, resulting in an explosion that will also poison the opponents nearby. If the button is held instead, Ganondorf will pose and absorb the Malice around him, gradually filling up a bar each time. Once this bar is full, he will transform into Demon King Ganon until the bar empties back down. In this form he will be bigger, stronger and faster, but his moveset won't see any major change as a result, exception made for his Down Special, which will now cause a large Malice explosion around himself, instantly ending the transformation.
Dark Beast Ganon 	Ganondorf unleashes his final form, Dark Beast Ganon, becoming a giant, boar-like creature surrounded by dark energy and Malice, also brandishing a large trident. He first launches the opponents into the air with his fangs, then leaps and hurls his trident towards them, creating a large Malice explosion.
=== Miraak ===
	Miraak
- The Elder Scrolls -
The first known Dragonborn, Lord Miraak was not the dragon-slaying hero one would expect from such a title. Instead, he was loyal to the beasts as the most powerful of their Priests, taking over the island of Solstheim and enslaving it's population. After his own thirst for power brought him to try and take the Dragons place as rulers of humankind however, he would end up getting banished to the Daedric realm of Apocrypha under the servitude of his new master, Hermaeus Mora, still plotting his eventual return on earth.
As the first Dragonborn, Miraak uses Shouts in his moveset just like the Dovahkiin does, but instead of reserving them for Special Attacks, he is skilled enough to use them as regular Heavy Attacks, making them some of the more powerful in the game, like his Up Heavy Attack which summons a tall, multi-hitting cyclone above him, or the iconic Unrelenting Force used as his Neutral Heavy Attack. As if that wasn't enough, Miraak's Neutral Special allows him to enter a special mode where his Heavy Attacks are even more powerful, doubling down on his status as original, powerful Dragonborn. Be careful however, as Miraak can only use his Neutral Special once per stock!
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Dragon Aspect 	A lenghty Dragon Shout, that if goes uninterrupted causes Miraak to enter his Dragon Aspect form. He takes reduced damage and knockback, has slightly increased attack power and has access to enhanced Heavy Attacks. This effect lasts for 10 seconds and can only be used once per stock.
Soul Devour 	Grasps nearby opponents and shouts "Ziil Los Dii Du!", as he absorbs their very soul, inflicting damage and recovering some health in the process.
Daedric Displacement	Miraak gets engulfed by whirring tentacles, teleporting in whichever direction is held afterwards.
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.
The First Dragonborn	Black Tentacles emerge from the ground near Miraak, dragging the opponents into the realm of Apocrypha, where they are kneeled before Miraak while Seekers hold them into place. Entering his Dragon Aspect form, Miraak then unleashes a fully powered Unrelenting Force shout, blasting the opponents into dust.
=== Mei ===
	Mei
- Overwatch -
Dr. Mei-Ling Zhou is a brilliant climatologist with a burning (or freezing?) passion for preserving the enviroment for future generations, taking the fight in her own hands as a scientist first and as a proud member of the Overwatch task-force second. Even after the downfall of the organization, Mei refused to back down and proudly returned to serve the world against the Omnic Crisis once again, armed with her Endothermic Blaster, undying optimism and a little help from her pal Snowball.
Mei is a versatile character that uses ice in various way to be a threat at any given range to make up for a lacking attack power. Her most defining skill is her Endothermic Ray, a beam capable of freezing opponents and the ground below, which allows Mei to perform all of her attacks while sliding on it, including Heavy Attacks, which are otherwise very stationary, short ranged moves.
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Endothermic Icicle	Shoots an icicle projectile from her blaster, which travels far and deals pretty good damage but needs recharging every few shots.
Endothermic Ray 	Fires a freezing stream from her blaster, which she can also aim up and down freely until it runs out of ammo, after which it will have to be recharged. The stream will freeze opponents after hitting them multiple times, while at the same time instantly freezing the ground in front of Mei, which will now allow her to slide on it to perform any attack while moving.
Ice Wall 	On the ground, generates a wall of solid ice in front of Mei, which also acts as a solid platform to stand on. In the air, Mei will create the wall directly below her. While it's a great tool for attacking from off stage, players should be quick in doing so as the wall will crack and break shortly after anyone stands on it, Mei included.
Cryo-Freeze 	Mei hybernates herself with a thick ice coating, becoming completely immune to damage and knockback for 3 seconds, at the cost of being unable to move for the duration of the move. Should be used with care due to it's long cooldown and recovery frames, potentially opening her up for punishes.
Blizzard 	Mei deploys the Snowball drone, generating a strong ice storm in the area, which will see the opponents frozen solid. Mei will then take aim at a metal structure in the distance, shoot an icicle at a weak point, making it collapse on the opponents as she barely escapes the avalanche with Snowball.
=== Roadhog ===
	Roadhog
- Overwatch -
Behind the mask of Roadhog was once Mako Rutledge, one of the many residents of the Australian Outback that was forced by the government to surrender his land to the Omnic robots. The rebellion that followed resulted in the Outback becoming an irradiated hell of twisted metal and ashes, forever changing Mako into Roadhog, a ruthless killer that roams the wasteland armed with a chained hook, a scrap gun and unbrindled rage.
True to his brawny appearance, Roadhog is a slow heavyweight fighter that uses his chain to reel in his opponents to deliver his blows up close and personal. Being a rather big target, Roadhog is an easy target for pressuring combos, so it's important to always use his Take a Breather move whenever it's ready, which gives him a much needed layer of Super Armor.
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Scrap Gun 	A big and slow arching projectile fired from his Scrap Gun. Only one can be shot at the time, so don't rely on this for zoning.
Chain Hook 	Launches his Chain Hook forward, reeling in opponents and stunning them allowing for a deadly follow up.
Wastelander Slam	Reaches with his free hand upwards while leaping. If he grabs an opponent in the air, he will slam them on the ground after stabbing them with his hook, becoming a powerful command grab.
Take a Breather 	Roadhog inhales gas from a canister, which gives him 10% damage worth of Super Armor, meaning his damage will still go up but without suffering any hitstun or knockback. This move is subject to a long cooldown, signaled by an icon near Roadhog's HUD when it's ready for use.
Whole Hog 	Roadhog mounts a top-loader on his Scrap Gun, turning it into a rapid firing minigun, which he then uses to push opponents into a large, radioactive canister which blows up in a nuclear fashion, while Roadhog maniacally laughs.
=== Doom Slayer ===
	Doom Slayer
- DOOM -
Against the entire forces that Hell itself could unleash, Earth's only line of defense was a single, very angry man: the Doom Slayer. And he won. And not just once. Every time demons and monsters decide to threaten humanity, the Doom Slayer rises and drives the invaders back into their hole with unparalleled violence and speed, thanks to a wide range of weapons fit for every soul Hell has to send against him. 
Doom Slayer returns in Elites Versus II, carrying over his ammo-fueled Specials from the first game but sporting a new design based on Doom Eternal, as well as some new tricks. Like last time, Doom Slayer is a deceptively fast character that relies on getting close to chain together his Light and Aerial Attacks and above all, getting in those Heavy Attacks, which make use of things like his Equipment Launcher and the Chainsaw to net him ammo, used for all of his Specials.
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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.
Meat Hook 	Fires a grappling hook from his Super Shotgun, which drags the Doom Slayer towards the opponents at high speed. Pressing the button again while reeling in will have the Slayer blast a powerful shot from it, knocking back the opponent for high amount of damage. Alternatively, he can cancel into any other move while conserving momentum. If the Doom Slayer has no ammo he won't be able to fire the shotgun.
Lock-On Rockets 	Leaps into the air while aiming his Rocket Launcher, firing three rockets that will automatically target the closest opponents. The Slayer will simply leap into the air without shooting if he has no ammo.
Crucible Assault/Sentinel Hammer Drop	A slow but devastating slash with his Crucible sword, this move requires a rare ammo drop to work. In the air, it becomes a ground pound attack that uses his Sentinel Hammer, which uses the same kind of special ammo.
The BFG 10000 	The Doom Slayer kicks the opponents with force on a mars-looking area. As they get up, the Doom Slayer is seen taking control of a massive BFG 10000 from a near Space Station, aiming and firing it at the planet the opponents were on, causing a massive explosion that vaporizes it.
=== Amara ===
	Amara
- Borderlands -
Sirens are powerful females gifted with extraordinary powers and a cool tattoo covering half of their bodies. One of them is Amara, the proclaimed Tiger of Partali, known for her local heroics and her never-ending love for brawls. When she's not punching psychos with her 8 arms or boasting about her strength, she hunt for the Vaults scattered across the galaxy with other fellow Vault Hunters, although she probably enjoys the many fights to get to them more than the prize itself.
Amara is a hard-hitting middle weight character, capable of dishing out high amount of damage thanks to her melee centric moveset. While she doesn't have the best speed, she has tools to keep opponents playing from a distance at bay thanks to her Phasecast and Phaseflare Specials, but don't let these ranged moves distract you: Amara is at her best when dealing damage up close and personal!
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Phasegrasp 	Amara summons a giant fist that erupts from the ground and holds enemies in place for a brief moment (lasts longer if the opponent is badly damaged). Amara deals more damaged to Phasegrasped enemies too, making it an ideal move to follow up with an aerial attack.
Phasecast 	Amara sends forward an astral projection of herself, which damages anyone in it's path. Although not considered as one, this move absorbs enemy projectiles, but Amara cannot move while it's out.
Phaseslam 	Amara jumps high into the air and then slams the ground, creating a large shocwave. Be sure to have some ground to land on or Amara will dive helplessly off the screen.
Phaseflare 	Amara creates a large sphere that travels slowly and deals multi-hit damage to the opponents. Amara can strike the sphere with her melee attacks to launch it and cause it to travel faster in a specific direction while also increasing it's damage. The speher disappears once it hits an opponent.
The Tiger of Partali	Amara summons a giant fist that launches opponents in the air, only for them to crash on the open palm of another giant hand, which crushes them and tosses them back to Amara, which leaps while roaring and punches the opponents midair with her 8 arms, creating a large shockwave.
=== FL4K ===
	FL4K
- Borderlands -
FL4K is a self-aware robot who roams the deserted lands of Pandora, devotedly living by the code of 'The Hunt': hunting as a way of life, in hope to please Mistress Death herself. Although FL4K has troubles understanding humans and their ways, they have a special connection with animals, and proudly leads their beloved pets into the battlefield with them. Because a pack needs an alpha, always.
FL4K is a tank-like zoner, with poor mobility and a remarkable weight. But while they might be slow, FL4K has a glaring edge over the other characters: their pets. At all times, FL4K is followed by one of three pets (which he can cycle through with Down Special), each with it's own strength and weakness. These pets have a set of Light Attacks of their own, and will attack at the same time as FL4K, making this character a proper 'puppet fighter'. Another key aspect of these pets is the fact that they grant a passive bonus to FL4K, so make sure to choose the right pet for the right occasion.
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Hidden Machine	FL4K kneels and fires a shot from a Jakob's Sniper Rifle which travels across the entire screen, although after a short delay. This move has two properties to keep in mind: the shot will be stronger if the move is charged, and will be even more powerful if the stricken opponents is facing away from FL4K.
Pet Skill 	Command the current pet to activate their skill:
-Jabber Sidekick: throws a radioactive barrel forward in an arch, which detonates on contact releasing a poisonous cloud.
-Spiderant Centurion: charges forward, knocking back any opponent in the way.
-Guard Skag: vomits acid onto the ground, which slows down and poisons opponents who walk into it.
Rakk Flight 	A Rakk appears, lifting FL4K by their arm and flying up with him for a set distance. Afterwards, FL4K is left in a vulnerable falling state.
Change Pet 	Cycles between three possible pets:
-Jabber Sidekick: a large monkey-like creature armed with a gun. Grants FL4K a slight speed bonus.
-Spiderant Centurion: a giant armored bug which attacks with his large front legs. Grants FL4K a defense bonus.
-Guard Skag: a fast canine which bites and scratches the opponents. Grants FL4K an attack bonus.
The Hunt 	FL4K sends forward their three pets all at once, delivering a combined assault all while FL4K kneels in the distance behind a rock, taking aim with a large sniper rifle. They then shoot a chain holding a large metal container, which drops down onto the stunned opponents.
=== Edward ===
	Edward 
- Assassin's Creed -
Born in 1693, Edward James Kenway's life was all about chasing gold and fame and living life to it's fullest, which would lead him to leave behind his job as a privateer for the Royal Navy to become a pirate, sailing the seas in search of riches. Soon enough however, Edward would find himself caught in the middle of the old-as-time war between the Templars and the Assassins, and while only in it for his own gain at first, Edward would slowly adopt the Creed, eventually becoming one of the prime members of the Assassins.
With two cutlasses as his main weapons, Edward possesses a variety of double-hitting melee attacks, making him a combo oriented fighter relying on pressure to carry the opponents towards the edge of the stage, finishing them off with his stronger attacks, namely his flintlocks and cannon moves. These two Specials are his most powerful moves, at the cost of being slow and needing to recharge (in the case of the flintlocks) and requiring timing and precision (in the case of the cannon).
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Double Flintlocks 	Edward fires his flintlock, creating a medium-ranged blast with good kill potential. He can fire once more afterwards using the other flintlock, but any more button presses after that will result in Edward entering a lenghty reload animation. An icon near Edward's portrait will let players know how many shots they have left.
Fire the Cannons 	A large cannon appears in front of Edward, pointing straight forward. By pressing the button again, Edward will shout "Fire!", prompting a large cannonball to be fired at high speed. The cannon will disappear after firing, after a while on it's own or if it takes enough damage from the opponents. Edward can manually dispose the cannon to reposition it by holding down the button.
Mast Lift 	Edward grabs a hooked rope attached to the sky, then cuts it with his cutlass to get lifted upwards by it. Edward will then be launched into the air, still able to act afterwards.
Smoke Bomb 	Drops a smoke bomb at his feet, creating a large cloud of smoke that slows down opponents inside of it. Notably, Edward deals double damage if he strikes opponents from the back while inside the smoke.
Under the Black Flag	Edward boards the Jackdaw, his large ship, and rails up his crew to ready the cannon and fire at the target: an enemy ship where the stunned opponents are placed. All the Jackdaw's cannons fire at the ship, sinking it amid fire and explosions, as the Kenway crew celebrates.
=== Niko ===
	Niko 
- Grand Theft Auto -
Haunted by his past in the war, Niko Bellic was ready to start over in America, after his oversea cousin Roman promised him a life of luxury. When he got there however, the hardship of reality struck Niko almost immediately: Roman owned a small taxi business, and lived in a dirty apartment spending his time either gambling with the few money he had, or running and hiding by loansharks. Niko was once again forced to fight his way through the criminal underworld of Liberty City, making a name for himself among the highest ranking criminals of the land of opportunities.
Niko Bellic, as one would expect, brings a vast assortments of weapons from the world of Grand Theft Auto, mainly in the form of a reliable projectile move with his Pistol Shot Special. However, Niko integrates another crucial aspect of GTA in his gameplay: a Heat Level. By racking up damage, Niko will increase his Heat Level (in the form of 5 Police Stars near his HUD), which will gradually increase the damage he deals, but in turn lower his defense, making him an easy target in battles with more than two players. The only way to lose your Heat is to use Niko's Down Special, which has him calling a contact on his phone (who might that be? Francis? Kiki? Nobody knows), a move which takes a few seconds to activate, requiring Niko to not get hit in the meantime. Notably, the contact may not always pick up, encouraging players to not abuse this trick. There's also a cheat to lower your Heat Level...what was the combination again?
Show/Hide Moveset and Colors
Pistol Shot 	Fires a projectile from his pistol forward. Has a low rate of fire but it can stun opponents, acting as a great zoning tool.
Hit and Run 	Revs up a motorcycle, then rides it forward as soon as the button is released, charging into the opponents at high speed. Niko can jump off the bike, after which it will continue to travel until it falls off the stage. Attacking the bike enough will make it explode, going along well with Niko's Neutral Special.
Jetpack Ride 	Equips a jetpack (from Grand Theft Auto San Andreas) and flies diagonally upwards with it for a short distance. The trajectory can be slightly adjusted mid-flight, but Niko will enter a vulnerable fall-state afterwards.
Lose The Cops 	Pulls out his phone and calls a contact, which, upon picking up, immediately lowers Niko's Heat level back to 0 stars. Activating this skill takes a few seconds, requiring Niko to not get hit for the duration of the move. Additionally, the contact may not always pick up, especially if it's called often, so make sure to not abuse this move.
Welcome to America	Niko calls his cousin Roman for backup, then takes cover. Shortly after, an Annihilator helicopter shows up, driven by Little Jacob and with Roman in the passenger seat, which opens fire from it's miniguns on the opponents. Roman then takes out an RPG and fires a finishing rocket at them.
=== Jesse ===
	Jesse
- Control -
When she was just a kid, Jesse Faden made contact with a paranormal slideshow projector that opened portals to other dimensions. One of them housed an entity known as Polaris, which would provide Jesse with guidance, protection and extraordinary powers for the rest of her life. After the secret government organization known as the Federal Bureau of Control stepped in to seize the projector, they also took Jesse's brother, Dylan, which would lead her to seek out the FBC's quarters in search for answers many years later. What Jesse would find upon entering the so called Oldest House however, were just more questions...a LOT more questions.
Thanks to her telekinetic-based powers, Jesse is gifted with great mobility options, with generous jumps and high air speed, making her quick Light and Air attacks stand out even more. Her trusty Service Weapon is primarily used in her Heavy Attacks, leaving her Parautilitarian skills ample space to shine in her Special Attacks, such as the movement based Dodge and Ground Slam, or her Launch move which makes for an essential tool for extending combos. All around, Jesse is a formidable foe in the right hands, held back only by her low durability, which sometimes forces her into an hit-and-run playstyle.
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Launch 	Gathers debris around her with her telekinetic powers, offering a buff to her low defense. Pressing the button again will launch one of these debris forward like a projectile, an action which can be performed up to three times. Players can also choose to launch all the debris at once for a more powerful attack by holding the button instead.
Dodge 	Quickly dashes either forward or backwards, depending on the direction held. While quick and lag-free, this move deals no damage, but can be used in the air without penalty.
Ground Slam 	Levitates upwards, then rushes in the held direction with a multi-hitting attack. Unlike the Dodge, it can move in all directions, but will leave Jesse vulnerable after use.
Return 	Holds out her hand, capturing any projectile coming her way and launching it back with increased strength.
Taking Control	Jesse uses a telekinetic blast to launch her opponents through Slidescape-36 of the projector, trapping opponents in a desert like landscape. Afterwards, Jesse focuses on the projector and "cleanses" it, shutting it off and trapping the opponents in that dimension. Uniquely, this Revenge Attack instantly KO any opponent caught into it, although unlike the other Revenges, it must be performed in a specific time frame after which Jesse's ESB will reset.
=== Simon ===
	Simon
- Castlevania -
Hailing from the Belmont bloodline, Simon is the most renown of the vampire hunters of the entire clan. Like his ancestors before him, Simon brandished the legendary Vampire Killer whip to stop the umpteenth return of Count Dracula and his demonic Castle, carrying out the never-ending battle of good versus evil.
Due to being a slow, low-jumping character with a vast assortment of projectiles and disjointed attacks, Simon is a true tank character: his optimal strategy is to play aggressively with his projectiles, creating walls of attacks for his opponents to overcome. His recovery, Bible, grants him very little vertical height, so once an opponent manages to reach Simon and knock him off the stage, he's in big troubles!
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Axe 	Hurls an axe in a high parabolic arch. Great when used against opponents trying to recover or as anti-air move.
Cross 	Throws a spinning holy cross forward, which flies in the opposite direction after a set distance. Notably, the cross deals more damage on it's way back.
Bible 	Clenches his fist and rises into the air while a magic bible spins around him, surrounding Simon in a blue fire. Deals multiple hits, ending with a stronger blast as soon as Simon stops rising.
Holy Water 	Throws a bottle of holy water on the ground, which detonates into a large fire pillar that slowly travels forward for a short distance. Traps opponents into it due to it's multi-hitting property, and is also capable of destroying enemy projectiles.
Grand Cross	Ties his opponents with his whip and slams them onto the ground. Then, as they are bouncing off, calls upon the power of Grand Cross to summon a storm of large energy crosses from the ground to strike the enemies, while a ray of light empowers him.
=== Alucard ===
	Alucard
- Castlevania -
Despite being the son of the evil Count Dracula, Alucard chose to walk a different path, fighting to protect humanity instead of seeking it's destruction. Alucard can rely on his immense skills with the sword as well as countless spells, from shapeshifting to soul-absorbing attacks, tools that proved instrumental in the many battles he had with his own father, often teaming up with other heroes wanting to put an end to the evil count's plans.
Alucard is a fast, aggressive character which capitalizes on pressuring opponents with his disjointed sword attacks. His Down Aerial Attack in particular, a downward homing kick, is a key tool for approaching and starting aerial combos, without having to worry about going too far off the stage, courtesy of his high jumps and versatile recovery. Unexpectedly, his iconic Dark Inferno attack is used for a Heavy Attack, leaving space for his Sword Familiar attack to be his only projectile Special.
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Sword Familiar 	Sends out his Sword Familiar, which travels in a straight line forward, slicing through any opponent in the way. The Sword Familiar can then be recalled by pressing the Special button once more after it stops, after which it will spin back to Alucard's position, inflicting damage on it's way back and carrying opponents with it.
Soul Steal 	Winds up and lunges in with a choke hold that steals the soul of the grasped opponent, harming them while healing Alucard a small amount.
Wing Smash 	Takes on the form of a large bat and darts in the held direction while dealing damage. Great follow-up to use after aerial attacks.
Mist Form 	Turns into intangible mist, passing through opponents and hitting them with a backstab. Alucard will always attack in the opposite direction he was facing before transforming, and can only move forward a set distance.
Ritual of the Night	Alucard stops time, then holds a Shield Rod, which glows and disappear from his hands, as he equips his Shield. As Alucard glows with the same energy and effects from the Alucard Shield Spell from Symphony of the Night (including the various shields surrounding him), he charges into the opponents in mid-air, passing through them with a shield bash, while the Castlevania moon glows in the background.
=== Rico ===
	Rico
- Just Cause -
If you need to overthrow a dictatorial regime, or just feel like seeing something blow up in the most exaggerated way possible, Rico Rodriguez is the man you call. Once a member of The Agency, he was a prime secret agent who specialized in taking down major targets for the American government thanks to his impressive skills with both vehicles and weapons of any kind, although his preferred tool remains his trusty wrist-mounted grappling hook. Oh, and the rocket-powered explosive charges? Can't forget those.
Rico takes full advantage of the Grabs introduced in Elites Versus II with a unique twist on them: after landing a throw, Rico automatically attaches an explosive charge on the victim, which can then be detonated with his Neutral Heavy attack, Detonate Charge. What's more, Rico's other Heavy Attacks will get replaced after a successful grab, allowing him to activate the booster on the charge to launch opponents in all four directions, using the Forward, Up, Down and Back directions plus the Heavy Attack button. This invaluable tool is used for anything from combos, creating distance between Rico and the opponents or simply land premature KOs, but keep in mind that the charges will detach on their own after 10 seconds or if the victim suffers a strong blow. What's more, these charges can be passed onto other characters when attacking, including Rico himself. Other than that, he uses a pair of twin guns for disjointed Light Attacks, which are great at medium range, but unusually ineffective at melee range. Make use of his Grappling Hook Special's ability to cancel while reeling in to stop at the best range.
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Bloodhound Rocket	Fires a rocket from an RPG which can be controlled using the left stick, or manually detonated by pressing Neutral Special once more. It will also detonated on it's own after a while if it doesn't land on a surface or an opponent.
Grappling Hook 	Fires his grappling hook towards the nearest opponent or surface, then reels in at high speed and delivers a flying kick once he's close. Blocking, jumping or attacking will immediately cancel the reel in animation without preserving momentum (except if he's airborne), allowing Rico to stop at an advantageous range for his Light Attacks.
Parachute 	Uses his Bavarium powered jetpack to boost himself upwards, then deploys his parachute and slowly glides downwards. Rico can use his other Specials while gliding too.
Mine Launcher 	Shoots a sticky mine from the PBX Mine Launcher 2A7, which travels in a high arch and sticks to both surfaces and opponents. Pressing the input again will detonate the mine.
Just Cause 	Kicks his opponents back after grappling them, then points a Dionysus PLDS-H towards them and calls in an airstrike. As the bombs drop on the stunned opponents, Rico sits on a beach with a drink in hand, enjoying the chaos from a distance (referencing the main menu of Just Cause 3).
=== Ryu ===
	Ryu
- Street Fighter -
The world has seen many formidable warriors, but few can even come close to Ryu in terms of pure dedication to the art of fighting. Ryu wanders the globe to battle the strongest fighters it has to offer, on an eternal journey of self-improvement, and although he was once tempted by the dark power of the Satsui No Hado, Ryu now seems to have found peace within himself.
Those familiar with traditional fighting games will feel right at home with Ryu, as he integrates mechanics from Street Fighter (and other classic 2D fighters) into the simplified gameplay of Elites Versus II. The first and most glaring of these is a 3-sections Super Meter near his HUD, which, on a basic level, changes his Revenge Attack based on it's level: at Level 1, his Revenge will be "Shinku Hadoken", at Level 2 "Shinku Tatsumaki Senpukyaku" and finally "Shinku Hadoken" at Level 3. This is, however, not the only function of the Super Meter, since it can also be used to enhance Ryu's Special Attacks by inputting a specific combination with the left stick, just like in Street Fighter (the inputs are also the ones seen in the original games). Additionally, players can use these inputs to perform the Special moves with the Light Attack and Heavy Attack buttons to slightly alter the move's properties, as if using the Light, Medium and Heavy buttons in traditional fighting games.
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Hadoken 	Fires a ki fireball from his hands that travels forward at high speed.
Hadoken 	A variation of the regular Hadoken, in which the projectile travels slowly.
Hadoken 	A variation of the regular Hadoken, in which the projectile travels at medium speed.
EX Hadoken 	A faster and more powerful version of the regular Hadoken, which also hits opponents twice. Consumes 1 bar of the Super Meter.
Tatsumaki Senpukyaku 	Travels horizontally while doing a series of roundhouse kicks.
Tatsumaki Senpukyaku 	A variation of the regular Tatsumaku, which travels a shorter distance.
Tatsumaki Senpukyaku 	A variation of the regular Tatsumaku, which travels a medium distance.
EX Tatsumaki Senpukyaku 	A stronger variation of the regular Tatsumaki, but this time it also travels diagonally upwards, acting as a potentially safer recovery option. Consumes 1 bar of the Super Meter.
Shoryuken 	A rising uppercut that launches Ryu high into the air.
Shoryuken 	A variation of the regular Shoryuken, which barely lifts Ryu off the ground, making it safer at the cost of range.
Shoryuken 	A variation of the regular Shoryuken, which travels a medium distance into the air.
EX Shoryuken 	A stronger variation of the regular Shoryuken, which travels higher into the air as well as hitting opponents twice. Consumes 1 bar of the Super Meter.
Joudan Sokutogeri 	A powerful thrusting kick, ideal for punishes and ending combos.
Joudan Sokutogeri 	A variation of the regular Joudan, much quicker but also weaker.
Joudan Sokutogeri 	A variation of the regular Joudan, with medium power and startup.
EX Joudan Sokutogeri 	A stronger variation of the regular Joudan, which now also grants Ryu Super Armor for the entire duration of the kick. Consumes 1 bar of the Super Meter.
Shinku HadokenShinku Tatsumaki SenpukyakuShinku Shoryuken	If Ryu's Super Meter is filled up to Level 1, he will use Shinku Hadoken, a larger and deadlier Hadoken, which will travel across the entire screen. Uniquely, this Revenge Attack is not cutscene based.If Ryu's Super Meter is filled up to Level 2, he will use Shinku Tatstumaki Senpukyaku, a stationary variation of the regular move that also attracts opponent into it while also creating a small tornado. This move is also not cutscene based.If Ryu's Super Meter is filled all the way to Level 3, he will now trigger a cinematic attack where he performs a Shinku Shoryuken, a much stronger version of the regular Shoryuken, composed of two, emphasized punches, the first to the stomach, and the second one to the chin, that blasts opponents into the sky.
=== Felyne ===
	Felyne
- Monster Hunter -
Felynes are cat-like creatures known for bonding with monster Hunters, joining humans in epic fights against the large wyverns that populate the lands. Felynes serving under a Hunter are known as Palicoes, but this particular one is joining Elites Versus II on it's own, as it's human master was apparently busy on an important hunt. In any case, don't feel sorry for the hairball: that sword of his can deal some serious damage!
If you feel intimidated by Felyne's small size, quick movement speed, large disjoints and the damage it dishes out...you might be right! Felyne can be an annoying opponent with his unmatched spacing capabilities, but he does have a couple of weaknesses: he's one of the lightest fighters in the roster, and most of all, he has a Stamina Bar (shown above his head when it fills/drains) that drops each time he swings his massive weapon. Once this stamina bar is completely depleted, he becomes slower and gets far worse frames on all of his attacks, making it a lot easier for his opponents to get through his swings and overwhelm him. The only way to refill this Stamina Bar is through his Down Special, which has him chomp down on a delicious Well-Done Steak.
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Boomerang 	Throws a large boomerang that deals multi-hit damage and lingers for a bit before flying back to him.
Felyne Comet 	Shoots forward like a comet, pointing his sword straight while spinning, dealing multi-hit damage and quickly closing in distances.
Burrowing Blow 	On the ground, Felyne will burrow underground and burst out a short distance away while attacking with his sword. If done in the air, Felyne will jump into the air before burrowing downwards. If he hits an opponent on his way down, he'll blast them directly downwards, making it a great but risky move to perform off-stage.
Well-Done Steak	Pulls out a well-done steak (much to his delight) and consumes it on the spot, completely filling back his Stamina Bar. Take care when using this move as the lengthy eating animation cannot be cancelled, requiring full commitment.
Rath of Meow 	Enters a Rathalos themed tank, which he uses to rush in on the opponents, launching them into the air before blasting them with a barrage of bombs and explosives.
=== Cuphead ===
	Cuphead
- Cuphead -
Cuphead and his brother Mugman are no strangers to getting themselves into troubles, like the one time they lost a bet with the Devil himself. Cuphead is now forced to collect the souls of the various Devil's debtors, who (as one might expect) aren't too keen on giving up their contracts with ease, putting the two brothers through crazy boss fights against vegetables, giant robots, angry flowers...the list goes on and doesn't get any less insane!
Cuphead is a classic projectile-based zoner, with great tools to quickly get away from crowds and to get opponents off of him as well. He has a unique Down Special Attack which allows him to swap between different projectiles for his Neutral Special Attack, although most of these will cause no actual knockback. Other than quickly racking up damage from a distance, their main use is to fill a card-based gauge just like the one seen in Cuphead's game, and once a card is filled, it can be expended to fire his Neutral Heavy Attack, a powerful projectile which changes depending on the current weapon. A good use of these zoning tools is required to prevent opponents from closing in on Cuphead, as he is a lightweight character and just like in his own game, there's only so much damage he can take before getting walloped. Additionally, his Light Attacks, while flashy and fun to look at (they are inspired by the attacks of the various Cuphead's bosses), are all quite slow in terms of framedata, so he's not the best close quarter fighter either.
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Fingertip Shot	Cuphead fires a continuous stream of projectiles from his fingertip. He can swap between 4 different weapons with his Down Special, but all of them can be fired while walking and jumping too.
Smoke Bomb 	Disappears in a cloud of smoke and reappears a short distance away in the chosen direction, either left or right. As he is invincible while doing so, it makes for a great getaway tool, but watch out for the brief cooldown of the move.
Whetstone 	Leaps a set distance upwards while rolling like a ball, as his straw takes the form of a large axe. It carries opponents into a multi-hit combo and launches them away, making it a great move when opponents get too close.
Weapon Switch 	Swaps between 4 different types of shot for his Neutral Special:
Peashooter: enabled by default, shoots a stream of regular projectiles which deal 1% damage each and cause no knockback. The Neutral Heavy Attack with this weapon equipped becomes Mega Blast, a large fireball that travels across the entire screen and is capable of very early KOs.
Chaser: small projectiles which are also slower and weaker than the Peashooter, but are capable of homing in on the nearest opponent, removing the need to aim. The Neutral Heavy Attack with this weapon equipped becomes Chaos Orbit, which spawns 4 star-like projectiles that circle around Cuphead, shielding him from other attacks and damaging those who get too close. Each star disappears after taking a hit or hitting an opponent.
Charge: a projectile that needs to be fired manually each time, but can also be charged to increase it's damage and cause some knockback. The Neutral Heavy Attack with this weapon equipped becomes Radial Barrage, a short ranged burst from Cuphead's hands which in turns deals some serious damage.
Lobber: a low arching, larger projectile that bounces on the floor three times before popping. It has little horizontal range, but it's trajectory and the slight knockback it causes make it a great choice to deal with off-stage opponents. The Neutral Heavy Attack with this weapon equipped becomes Kablooey, a single, large sphere that deals a lot of damage but is still heavily affected by gravity, making it useless at long range but extremely efficient against opponents below Cuphead.
Red Hot Wallop	Cuphead fires a screen-long energy attack from his head, knocking opponents into the air. Ms. Chalice then appears, pointing her spear and summoning a barrage of ghosts towards them for a final attack.
=== King Dice ===
	King Dice
- Cuphead -
The Devil's right hand man himself, King Dice is also the sleazy manager of the Casino where Cuphead and his brother got ultimately tricked into collecting souls for the Devil. As one might guess, King Dice has a knack for bets and gambling, which usually doesn't bode all that well with his overblown ego. Still, don't make the mistake to underestimate him...or trust him, for that matter.
King Dice is a lanky fighter with great range on his Light Attacks, useful for spacing and keeping opponents in check while remaining relatively safe. Where this character truly comes to life however is through his Special Attacks, which are all based on dice rolling, making for a unique, luck-based character. His main tool is his Dice Roll, a projectile that, when striking an opponent, draws a number between 1 and 6: this determines damage, but most importantly, can be followed by his Loaded Dice Special, which rolls a second dice in the King's hands, and if you happen to roll the same number, he'll perform a powerful move capable of very early KOs. Be cautious however: if you get two 1s (Snake Eyes!), King Dice will suffer some serious damage!
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Dice Roll 	Claps his hands and launches a Dice projectile forward. When it strikes an opponent, it lands on a number from 1 to 6, which determines how much damage it will inflict. Additionally, the drawn number will be stored near King Dice's portrait (this is the number that the Loaded Dice move will use).
Loaded Dice 	Rolls a Dice in his hand, which stops and hits any opponent that gets close enough. When it does, it draws a number from 1 to 6: if this is the same number near King Dice's portrait (see the Dice Roll move), the opponents will get stunned, while King Dice turns into a giant glove and spawns a volley of marching playing cards, just like he does in his own boss fight from Cuphead, making for a devastating move capable of knocking out opponents even at lower damage %. Be careful however, cause if the drawn numbers are two 1s (Snake Eyes), King Dice will instead suffer 50% of damage, usually resulting in a premature death. If the drawn number is different instead, the move will simply deal damage, also resetting the stored number from the Dice Roll move.
Pick A Card 	Shows a large playing card to the camera, with a number from 1 to 10, then flies upwards with a spinning attack for a height that corresponds to the drawn number: 1 will be a short hop followed by air vulnerability, while a 10 grants a massive upward boost that also allows him to act afterwards.
Lackey's Lackey 	Spawns one of 6 possible minions on the stage:
Tipsy Troop: a drunk looking whiskey glass, does absolutely nothing for a good 10 seconds.
Mr Wheezy: a giant cigar which puffs out a fireball that travels across the stage.
Hopus Pocus: a rabbit inside a top hat, waves around a magic wand and grants King Dice better luck for his Dice Roll and Loaded Dice moves for a short period of time.
Phear Lap: a skeletal horse that tosses a present that blows up into various horseshoes after a short distance, covering the screen with projectiles.
Pirouletta: a lady-like roulette that bows and charges forward while spinning, trapping opponents into a multi-hitting attack.
Mr. Chimes: a robot monkey that bangs a pair of cymbals for a strong, short ranged attack.
All Bets Are Off	King Dice kicks the opponents into an elevator that sends them straight to Inkwell Hell before the Devil himself, which laughs maniacally and blasts them with a large pillar of fire out of a hole back to the stage. The Devil's appearance in particular is based on the second phase of the boss fight from Cuphead, where he's giant-sized and hanging in the background.
=== Hornet ===
	Hornet
- Hollow Knight -
The daughter of the Pale King, ruler of Hallownest, and Herrah the Beast, queen of Deepnest, Hornet's birth was the result of a bargain that would ensure the survival of Hallownest from the rageful return of the Radiance...or at least, it was an attempt. The Vessel designed to contain the Radiance's infection inexorably succumbed to it, and the entire kingdom with it. Now, Hornet acts as the protector of the ruins of Hallownest, fighting back intruders with her needle and spider-like agility.
Hornet is an oppressive lightweight that uses her sword-like needle not to space opponents, but rather to keep them close (thanks to the inward trajectory of most of her attacks) and string together combos to carry opponents off the stage, without having to worry about making it back herself thanks to a generous recovery that also balances out her poor durability. Hornet also has a special Silk Meter near her portrait that fills up when performing combos, and the more this bar is filled, the more powerful and quick her Down Special will be!
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Sting Shard 	Throws a spiked projectile that stops in mid-air and damages players who come in contact with it. Additionally, Hornet can use it to bounce off of it with Silk Dash and it acts and as an automatic anchor point for Silk Spear. Opponents can attack it to eventually break it, so don't rely on it too heavily!
Silk Dash 	Dashes forward while covered in silk, damaging opponents in her path. If she intercepts a Sting Shard on the way, she'll bounce off of it, refreshing her jumps afterwards if she used them already.
Silk Spear 	Throws her needle upwards, then reels in on any opponent she catches and knocks them back. It can be angled in all directions by tilting the stick before the throw. If a Sting Shard is present on stage, she automatically uses it as an anchor point, throwing her needle at it and reeling towards it. Alternatively, holding down the Special button allows her to manually throw the needle as usual.
Gossamer Storm	Causes threads of silk to lash all around her, damaging anyone in the vicinity. This attack grows in range, power and speed along with a bar near Hornet's portrait, which fills with each attack strings, so keep using long combos to gain access to a powerful aerial finisher!
Silksong 	Slashes through her opponents, launching them in the air. As they are airborne, Hornet assaults them from all directions with great speed, while also weaving a web of silk around them with each attack, ending with a powerful slash that shatters the silk in a dramatic fashion.
=== Zote ===
	Zote
- Hollow Knight -
I, ZOTE THE MIGHTY, HAVE BY MY VERY OWN WILL DECIDED TO PARTAKE IN WHATEVER WASTE OF TIME THIS IS SUPPOSED TO BE, WHERE EVERYONE SHALL GET BUT A SMALL TASTE OF MY TREMENDOUS POWER, BY MEANS OF MY LEGENDARY WEAPON 'LIFE ENDER'. COWER IN FEAR, SIMPLETONS...YOU FACE ZOTE THE MIGHTY!
Zote is a frail, lightweight fighter with a couple of glaring properties: first and foremost, none of his Light or Air Attacks deal any kind of knockback, dealing only a tiny amount of damage per swing and even getting pushed back slightly by them. While his Heavy Attacks do deal some knockback and are virtually his only way of scoring KOs, they involve him stumbling or getting hurt in some way, dealing actual damage to himself in the process. Things don't get much better with his Specials, as only two of them can deal damage, while his Neutral and Down Specials are glorified taunts, serving no real purpose. The way Zote deals with taking damage is also unique, and is also one of the few saving graces of this character: every hit he takes results in him getting knocked back a fixed distance, no matter how strong (or weak) the attack is. This means that, for all intents and purposes, combos do not work on Zote, and that opponents can't rely on strong hits to KO him, having to instead make him bounce off the stage. This makes Zote an annoying opponent and not much else, but make sure he doesn't fill his Elite Status Bar all the way, because his Revenge Attack is surprisingly quite deadly and unique compared to the rest of the cast.
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Mighty War Cry 	Lifts his sword in the air and lets out a fierce battlecry. This has no effect of any kind.
Valiant Charge 	Rears back and runs forward while aimlessly swinging his weapon. Charging this move extends the traveled distance, but in terms of damage, it will only make opponents flinch ever so slightly, no matter their damage %.
Grand Leap 	Throws his entire body in the air, falling down shortly after like a dead weight. Surprisingly, he deals a small amount of damage on his way down, and if you're precise enough, you might even launch opponents straight downward. Nonetheless, Zote does take some recoil damage as soon as he falls to the ground.
The Fifty-Seven Precepts of Zote 	Lists one of his 57 precepts in order each time this move is performed, with a speech text appearing at the top of the screen. He can of course be hit out of it, but if you somehow manage to go through all precepts (meaning pulling this move off 57 times)....he will just start over from the beginning.
Invincible Fearless Sensual Mysterious Enchanting Vigorous Diligent Overwhelming Gorgeous Passionate Terrifying Beautiful Powerful Grey Prince Zote	Dream particles from Hollow Knight fill the screen. The opponents will then find themselves in a new arena, where Grey Prince Zote falls from the sky and lets out a fierce battlecry: players will now control this powerful version of Zote for 10 seconds, while opponents must try to survive the assault at the best of their abilities, making this feel like an actual boss fight. While controlling Grey Prince Zote, players have access to a couple of powerful attacks:
Standing Light Attack: spits out a spider-like Zoteling which deals damage on contact.
Moving Light Attack: charges forward while swinging his weapon aimlessly, instantly knocking out any opponent in the way.
Heavy Attack: slams down on the ground causing shockwaves that travel across the entire stage.
Special Attack: summons exploding Zoteling that float around the stage, instantly knocking out any opponent that touches them.
=== Orcane ===
	Orcane
- Rivals of Aether -
Is it an orca? Is it a dog? No, it's Orcane! This friendly looking creature is actually a playful troublemaker, getting in troubles with the people of Water Town more often than not. However, thanks to his water-based powers, he's proven to be a quite the tough catch for the law, as well as getting the occasional clandestine job from the locals...even if they wouldn't admit it.
Much like in Rivals of Aether, Orcane specializes in tricking opponents with his water based Specials and striking them with intricate combos thanks to his quick Light Attacks and bubble traps. He obviously retains his main ability from Rivals, being able to create puddles on the stage which he can use to create bubble pillars, power up his Heavy Attacks and also as a mean of recovering. In Elites Versus II, Orcane also gains the ability to enhance his throws while standing on a puddle. Pretty neat, right?
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Puddle Shot 	Fires a droplet from his blowhole which generates a puddle upon hitting the ground. When Orcane stands on this puddle, his Heavy Attacks, Throws and his Pulse Dash Special will all get more powerful. It can also damage opponents, but hitting them won't create a puddle on the ground, acting as a regular projectile.
Pulse Dash 	Teleports either forward, backwards or can also stay in place, depending on how the stick is tilted. Upon reappearing, Orcane can damage opponents with a water pulse, which gets more powerful if he was standing on a puddle while performing this move.
Waterport 	Orcane teleports to wherever his puddle is, also hitting opponents standing over it in the process.
Bubble Pillar 	Erupts a pillar of bubbles from his puddle, if one was placed beforehand. If not, Orcane will instead drop one right below him, which also acts as a projectile when done in the air.
The Puddlejumper	Fires a large water blast from his blowhole, then takes on a liquid form and jumps onto his opponents, encasing them in a large bubble. As he lands, the bubble will shake and blow up dramatically while Orcane poses in front of the explosion.
=== Penitent One ===
	Penitent One
- Blasphemous -
The land of Cvstodia is defined by one thing: The Miracle and the people worshipping it. Indeed, every person that hasn't been turned into a demonic entity of some kind by said Miracle devotes their life praying it and welcoming it's twisted ways, equally pious and cruel. The only people that planned to defy this entity were the warriors of the Brotherhood of the Silent Sorrow, and for this, they were all slain...all but one, who miraculously returned to life. Now known as the Penitent One, he silently carries out his duty to put an end to the Miracle, brandishing the Mea Culpa sword, fitted with a thorn that's said to grow and feed on the guilt and sins of it's user.
The Penitent One is a lightweight swordfighter defined by his Guilt Mechanic: his sword grows stronger through pain and penitence, so this translates to his sword based attacks becoming stronger the more damage he takes. Especially affected by this mechanics are his Specials, which will evolve through 3 stages, depending on The Penitent One's current damage. Oddly, the 'spells' (or in this case Prayers) from his games are not used as his Special Attacks, but as Heavy Attacks instead, as they are not affected by his Guilt Mechanic, making his Sword Abilities more 'Special' in comparison. Fans of Blasphemous will recognize the Verdiales of the Forsaken Hamlet used as his Down Heavy Attack, or the Debla of Lights as his Up Heavy Attack, as a few examples.
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Fervous BloodSacred BloodBleeding Miracle 	From 0 to 60% damage, launches a blood projectile from his blade that hits twice and disappears after traveling a small distance. From 60 to 120% damage, the projectile will be stronger and will now return to the Penitent One, hitting on the way back as well. From 120% damage and onwards, the projectile will now cause an explosion after reaching it's further point.
Sacred ThrustSacred LungeSacred Onslaught 	From 0 to 60% damage, slides forward while thrusting his blade. From 60 to 120% damage, the thrust will deal much more damage and travel a lot farther. From 120% damage and onwards, the attack becomes deadlier, and the Penitent One becomes engulfed in energy which greatly expands the hitbox of the sword.
Ascending EdgeAscending BladeHeavenly Ascension	From 0 to 60% damage, leaps high into the air while slashing upward with the Mea Culpa. From 60 to 120% damage, the rising slash now deals multiple hits, ending with a final, stronger slash. From 120% damage and onwards, the Penitent One will be engulfed in energy, greatly increasing his hitbox and making the attack much more powerful.
Sinful WrathHoly WrathWrath of the Twisted One 	From 0 to 60% damage, The Penitent One delivers a powerful but short ranged charged attack with his sword. From 60 to 120% damage, the attack will be even more powerful and will take less time to charge. From 120% damage and onwards, the attack will be stronger and will also release an outburst of energy from the blade forward, greatly extending it's range.
Requiem Aeternam 	Delivers a powerful slash, summoning a cloud of ashes that covers the screen and transitions the scene to the Path of Ancient Processions, where the Penitent One launches his opponents in the air, then leaps towards them and delivers a mighty, piercing slash accompanied by an effect that replicates the one seen in Blasphemous when defeating a boss (solid black background and the red silhouettes of the characters). As the Penitent One lands, the text "REQUIEM AETERNAM" appears on the screen, ending the scene.
=== Creeper ===
	Creeper
- Minecraft -
The world of Minecraft offers plenty of beautiful and relaxing spaces to immerse yourself with nature and build that dream base you always wanted...but every miner knows that deep down, you can never truly let your guard down, never be truly safe from the most vile and wretched creature Minecraft has to offer...the Creeper. This silent stalker lives up to it's name by creeping up behind unsuspecting builders and adventurers, and when they hear it's hiss, they know it's already too late to escape the explosion. Think you're lucky cause you survived the blast? Too bad, you just lived to see your precious base with a new, shiny, gargantuan hole in it. 
The Creeper is a surprisingly heavyweight fighter with slow movement and attack speed, compensated by it's hefty damage output. Creeper fights mainly by swinging it's head, body and legs around for his Light and Air attacks, while for it's Heavy Attacks it calls upon other hostile mobs from Minecraft, like Zombies and Skeletons. While it's Specials are all pretty straightforward, it's most notable is it's Neutral Special, which features Creeper's most infamous ability: blowing itself up to deal massive amount of damage to anyone nearby, sacrificing one of his stock. Use it if you have the lead on your opponents...or to annoy your friends.
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BOOM! 	Creeper inflates itself, charging up the explosion, for a second. After that, players can no longer cancel it, and a 2 seconds countdown will begin, after which, the Creeper (unable to move) will blow itself up causing a devastating explosion which deals 50% of damage, instantly knocking himself out. While it has limited uses due to it's long set up times, it should not be underestimated, especially when used near the ledge against opponents trying to make it back on the stage.
Fire Charge 	Sneezes and shoots out a fiery projectile from it's mouth, which travels slowly in a straight line.
Creep Rocket	Builds up energy the longer the button is held for, then releases an explosion from his legs which causes some recoil damage and launches him upwards, hitting anyone in his way. Power and height depends on how long the move was charged, but so does it's recoil damage.
Thunder 	A thunder falls from the sky, falling a short distance away from the Creeper and stunning opponents caught by it. This move has a very small chance of actually landing on the Creeper instead: should this be the case, the Creeper will become Charged, shown by it starting to glow with electricity. In Charged form, the Creeper deals electric damage on physical attacks, and his BOOM! Special now won't automatically kill him upon use, dealing only 50% of damage to it instead.
Creeper! 	The Creeper blows himself up, launching opponents into a dark Minecraft cave. When they regain consciousness, a nearby torch lights up, revealing an army of Creepers surrounding them menacingly. The camera cuts to a view outside the cave, with a massive explosion launching the opponents out of it, while the player's Creeper watches from a distance.
=== Maxwell ===
	Maxwell
- Scribblenauts -
Maxwell is the lucky son of two world-wide adventurers, who gifted the boy the most amazing of the treasure they found: a magical notebook that could bring to life anything Maxwell wrote on it. Ice cream? No problem! A personal winged horse? Sure! A giant, polka-dotted T-Rex with glasses? All Maxwell has to do is write it down and puf! T-Rex it is! But it's wasn't always all fun and games for Maxwell, as he learned the hard way that his powers are something he has to use to help others, not for his own personal gain...just ask his sister Lily!
Maxwell is a small and relatively fast fighter which uses his magic Notebook to create items for all of his attacks. He uses boxing gloves, slingshots, nets, baseball bats and all sorts of objects for his Light and Air attacks, while for Heavy Attacks he'll generate monsters and creatures of various kind, like in his Up Heavy Attack which has a Kraken's tentacle erupt from the ground. His Special Attacks might seem simple at first glance, but one can very quickly realize what makes them stand out: each move has different outcomes each time it's used, so while the attack is generally the same, Maxwell will use different objects everytime, slightly altering that move's properties. Trying to recover might result in him growing wings one time, but using a much more limited trampoline the next time. To further add to it, his Down Special makes use of adjective to enchance Maxwell in various, random ways but beware, cause with each use after the first, the chance that Maxwell's evil clone Dopplegänger appears instead will progressively increase, and when he does, he'll snatch Maxwell's notebook from his hands and apply a random negative adjective to him instead, so use with care!
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Heads Up! 	Fires one of the following projectiles at random each time it's used:
Baseball: a simple baseball, doesn't deal much damage and has medium travel distance.
Rock: similar to the baseball but travels a shorter distance and deals more damage. 
Boomerang: flies in a straight line, then travels back to Maxwell, dealing multiple hits. 
Raygun: an energy blast fired from an alien looking-gun, travels far and has great kill power.
Cannonball: a cannonball fired from a large cannon, it's a devastating projectile that travels across the entire screen, but it's not as fast as the Raygun.
Onwards my Steed 	Rides a random creature or object from the following, charging forward with it:
Skateboard: travels for a short distance, doesn't deal much damage and is a bit slow.
Bike: faster than the skateboard, it deals a bit more damage.
Rhino: not particularly fast, but Maxwell gains super armor for the entire move, while also dealing great damage to anyone in it's way.
Car: faster than the rhino, but traps opponents inside of it instead of hitting them, allowing for some early off stage KOs if opponents can't mash out in time.
T-Rex: charges forward while biting opponents in it's way, dealing massive damage and granting almost complete protection to Maxwell.
Reach for the Sky 	Uses one of the following items to gain vertical items at random each time it's used:
Ladder: a short and slow vertical recovery, it's also extremely linear and predictable.
Trampoline: bounces Maxwell a good distance upwards, leaving him vulnerable afterwards.
Jetpack: equips a jetpack which allows him to gain great vertical height while also being able to move left and right. Deals a small amount of damage when touching opponents.
Wings: very high vertical boost, and also launches opponents downwards with strength if they are near Maxwell as he leaps.
Backpack Helicopter: equips a backpack helicopter, which is similar to the jetpack but faster and capable of dealing multiple hits thanks to it's rotor blades above Maxwell's head, making it a very safe recovery option.
'Adjective Advantage 	Maxwell assigns himself a random adjective to enhance himself in battle for 10 seconds. Be careful though, for each time after the first use, it will get progressively more likely that Maxwell's evil clone Dopplegänger appears and assigns a random negative adjective for 10 seconds instead. The possible adjectives are:
POSITIVE ADJECTIVES
Strong: increases damage dealt.
Fast: increases moving speed (air speed included).
Metallic: becomes extremely heavy with super armor on weaker attacks, making it very hard to knock him back.
Healthy: heals 10% of damage.
Giant: grows double his size, increasing power and weight dramatically.
Electric: Light and Air attacks now gain electric properties, stunning opponents with each hit.
Fire-Breathing: emits a constant stream of fire from his mouth, which burns opponents and damages them over time.
Toxic: poisons opponents with each physical hit.
Reflective: automatically reflects projectiles back to sender.
Invisible: makes Maxwell invisible, proving to be a great advantage...if you know where you're going.
NEGATIVE ADJECTIVES
Weak: decreases damage dealt.
Slow: decreases moving speed (air speed included).
Stone: turns into a statue, unable to move or attack while also not receiving knockback (but still receives damage). Maxwell suffers some endlag when the effects ends. after 5 seconds
Confused: inverted controls.
Tiny: shrinks to a tiny size, becoming faster but dramatically lighter and weaker.
Sleepy: falls asleep, forcing players to mash out of this state.
Drained: completely drains Maxwell's Elite Status Bar.
Poisoned: takes constant poison damage.
Light: becomes light as a feather, getting knocked out at jarringly low damage %.
Illiterate: makes Maxwell unable to perform any kind of move or attack for 10 seconds, except for moving, jumping and blocking.
Giant Polka-Dot Friendly Aristocratic Cthulu	Maxwell generates a ridiculous looking giant Cthulu (with Polka-Dots and wearing a top hat) that jumps out of a portal. Maxwell rides on it and uses it to attack the opponents, blasting them away.
=== Frida ===
	Frida
- Bust a Groove -
Frida is a 17 years old painter with a passion for breakdancing, which led her to enter a contest with other dancers, all with a unique power: the power of the Groovetron. What is the Groovetron? It's a powerful magic from space which can be harnessed by dancers to seriously style on their opponents! In Frida's case, she can use it to literally give life to her masterpieces.
Coming from a rhythm-based game, Frida obviously incorporates timing into her moveset, aptly referred to as a "Groove mechanic". This Groove mechanic works by performing Light and Air Attacks within a specific time frame between each other, visually signaled by Frida's hair lighting up with a sparkle effect. The more moves she can chain together following this rhythm, the more powerful her Special Attacks will become, with her hair getting brighter and more flowing, like actual paint. Because of this playstyle, Frida is at her best when played aggressively, with emphasis on rushing down on opponents and overwhelming them with combos, with no place for zoning due to her lack of projectiles or otherwise long-ranged attacks.
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Snake Grasp 	A graffiti snake empowers Frida, as she performs a powerful command grab where she chokes the opponent with her legs and slams them on the ground afterwards with a flip. Both she and the opponent end up in the air at the end, incentivising aerial follow-ups.
Wolf Rush 	Frida slides across the ground with a stylish elbow attack, with a graffiti wolf appearing behind her as she charges.
Hawk Spirit 	Frida flies through the air with a helicopter kick of sorts, empowered by a graffiti hawk. It hits the opponents multiple times, ending with a stronger kick that sends them flying.
Dolphin Dive	Frida flattens her whole body to the ground, bouncing off her stomach to then execute a head-first dive in front of her after doing a flip. As she does this risky attack (which can potentially have her diving off the stage), a graffiti dolphin appears behind her, powering up the move.
Fever Time!!	In this unique Revenge Attack, Frida performs a solo performance of break-dancing, with button inputs appearing on the screen following the music's rhythm. The more of these inputs a player can successfully perform with the correct timing, the more energy Frida will gather, which she will then redirect towards the opponents. The move will still deal quite a lot of damage even if no inputs are pressed, but in that case it will be significantly weaker than an average Revenge Attack. Get all of them however, and you're almost guaranteed to knockout every opponent at once!
=== Jake ===
	Jake
- Dog's Life -
After saving his crush Daisy from the twisted Miss Peaches, Jake thought he could finally rest, living his best dog's life once again...until Kiindred showed up. The second Disturbance didn't spare the peaceful farm of Clarksville, and now Daisy was gone AGAIN. Only this time, Jake isn't playing around, as those who try to stop him from getting his best girl this time around are in for a bad time, courtesy of the Big Machine 2.0, a dog-friendly mech supposedly built by professor Ludwig Von Shnitselmarker (but do you really trust what that guy says?) from the remains of the original Big Machine built by Miss Peaches all those years ago.
Elite Versus II's weirdest character by a mile, Jake is one of the heaviest fighters in the game, with hard hitting attacks that come in all shapes and sizes: spiked balls, poisonous gas, claws, sonic disruptors are only some of the dog-themed weapons fitted inside Jake's mech, as well as those shown on the outside, a reference to the machine seen in the final level of Dog's Life. In terms of unique attributes, Jake won't get too complicated, although the missile fired with his B.R.E.E.D. Missile Special can be changed by holding down the button, allowing the weapon to cycle between 4 types of projectiles.
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B.R.E.E.D. Missile	Fires a missile from his left arm, 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 different dog breeds seen (and controlled) in Dog's Life, and are as follows:
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.
Dog Pounder 	Leaps into the air diagonally forward, then crashes down, stomping the ground and opponents with his pressure-plate legs.
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 %.
Big Machine Mayhem	Jake blasts opponents onto the original Big Machine from the ending of Dog's Life (still somehow fully functioning), where they are transported through hydraulic presses, buzzsaws, spiked crushers and finally, through a steaming machine that heats up and eventually blows up, launching away opponents.
=== John Cena ===
	John Cena
- WWE -
There's a new contender for the title of champion in Elites Versus II...AND HIS NAME IS JOHN CENA! The face of the Worldwide Wrestling Entertainment, considered by many to be the greatest and most important wrestling superstar, John Cena might be known for his "Goody Two-Shoes" character, but make no mistakes: he was 16 times WWE World Champion, 5 times US Champion and the most requested celebrity at kids hospitals for very good reasons...just ask his Attitude-Adjusted opponents!
John Cena brings a true grappler experience to Elites Versus II by bringing his most iconic wrestling moves, such as the iconic Attitude Adjustment, the most powerful command grab in the game by far. Uniquely, his Heavy Attacks (where he uses wrestling-themed items like chairs, tables and stairs) are more likely to stun opponents rather than scoring KOs, cause if you're playing as John Cena, you want your opponents to go down with an Attitude Adjustment more than any other move, don't you think? Also unique to him is a command grab that works only on floored opponents, giving them no time to rest if they don't want to end up in a submission grab.
Show/Hide Moveset and Colors
Attitude Adjustment 	John Cena's trademark finisher, which is a fireman carry with the opponent being lifted vertically in the air, and ending up slammed on the ground with authority. While it has outrageous power, it's range and speed are limited, making it more useful against stunned or otherwise unready opponents. It's also a good choice to use it in the air against a defensless opponent, especially after his Up Special Attack.
Shoulder Block 	John Cena uses ring ropes to propel himself forward and throw his entire weight in one massive shoulder bash that passes through attacks and opponents alike, leaving them stunned. With the right timing, players can press the input right after passing through an opponent to bounce off the ropes once again and deliver a second, deadlier Shoulder Block towards them.
Springboard Stunner 	John Cena uses ring ropes to bounce high into the air and grabs opponents behind himself and delivers a deadly Stunner, which is a wrestling move that involves slamming opponents on the ground while having them in a headlock. Opponents will bounce off in the air, giving Cena an opportunity to follow up with an aerial attack or, if he's precise and quick enough, even an Attitude Adjustment.
STF 	A submission grab that uniquely works only on floored opponents, where John Cena bends the opponent's legs over their back, with their damage % increasing continuously. The move's duration increases if the attacking player mashes the Special button, and will also last longer the more an opponent is damaged. Victims can escape this grab more quickly by button mashing as fast as they can.
Five Knuckle Shuffle	John Cena knocks the opponents out on a wrestling mat, while he backflips on the corner post. Looking down on his opponents from the top, he lifts his open hand to the sky as it starts to glow, then executes his "You can't see me" gesture and jumps high into the air, crashing down like a meteor on his opponents with a devastating Superman punch that causes a massive explosion.
=== Tiger Woods ===
	Tiger Woods
- PGA Tour -
Better rethink your approach, cause Tiger Woods is ready to take a swing at the opposition! With 82 wins in the PGA Tour and hundreds of other professional victories under his belt, it's no surprise that Woods is widely considered the best golfer of all time, making for a prestigious entry into the roster of Elites Versus II. And if you don't think he makes for a good fighter, just put his drivers and putters to the test...you'll come to regret it!
While not much of an actual hand-to-hand fighter, Tiger Woods relies on fast and ranged attacks with his trusty golf club for his Light and Aerial Attacks, the latter of which are typically multi-hitting strikes. For his Heavy Attacks, he dishes out damage with various golfing equipment, like a bag full of irons, a caddy and even one of his many trophies. Of course, his kit wouldn't be complete without actual swings and shots, and that's where his Special Attacks and main ability come into play: with his Neutral Special Attack, Tiger drops a golf ball on the stage, and can use his Forward, Up or Down Special Attacks to launch it at different angles and trajectories, striking opponents with a fast-moving projectile capable of some nasty knockouts if players are precise enough. Be mindful of the shots you take though: each time the ball hits an opponent, it's power will gradually decrease, so just like in golf, the fewer shots you make, the better the results will be! And if you score a knockout by hitting an opponent with the ball, you'll also get a score on screen that lets you know how you did: more than 5 shots will get you a Bogey, less will result in a Birdie, while 5 shots will result in a Par. Are you skilled enough to score a Condor?
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Ball Drop 	Tiger Woods drops a golf ball on the stage, which he can then strike with his other 3 Specials. Using it while another golf ball is already on stage will reposition it near Tiger, at the cost of a damage penalty on the next shot.
Driver Shot 	Tiger Woods uses a Driving Iron to strike, capable of sending the golf ball in a long, arching trajectory which is particularly useful to catch opponents off stage, or as an anti-air tool. The longer the input is held for, the longer the distance and power will be.
Bunker Shot 	On the ground, Tiger uses a Sand Wedge to launch the golf ball straight upwards with devastating power, while lifting up some sand that deals multiple hits to opponents around it. In the air it's functionally similar but Tiger will also rise into the air, lifting a bigger quantity of sand behind the club.
Putting Shot 	A short but powerful swing with a Putting Iron, which can trip opponents, but it's mainly used to make the ball run in a straight line forward along the ground, especially useful against opponents about to recover near the ledge.
Ultimate Power Shot	Tiger Woods jumps high into the air, swinging a large golf club at the opponents, which are launched into the sky. Upon landing, Tiger launches a golf ball towards the flying opponents, accompanied by a slow motion effect and the club becoming engulfed in blue flames as he swings. The ball will detonate into multiple flaming golfballs while in midair, which will rain down on opponents in a dramatic fashion.
== Fighters Pack 1 ==
=== Sypha ===
	Sypha
- Castlevania -
Being a witch in the 1400's was a tough business, especially with the rise of the night creatures under the command of Count Dracula. That didn't stop Sypha Belnades though, which posed as a man to join other vampire hunters such as Trevor Belmont in the fight against the vampire lord, taking full advantage of her witchcraft-powered attacks, including dominance over the elements of fire, ice and lightining.
Thanks to her Staff, Sypha excels at spacing out opponents and keeping them in check with a vast assortment of projectiles and disjointed magic attacks. Her moveset revolves around using the three elements of fire, ice and lightining for direction-based attacks with her staff, while her Neutral moves (so Neutral Light, Neutral Heavy and Neutral Special) will see her casting a spell from her Magic Book that uses the last element she attacked with. As an example, if Sypha uses her Up Air attack (which uses lightining magic), her Neutral attacks will involve a lightning based spell. It is as such important to always keep in mind what your current Neutral attack is, as the three elements also have different properties: fire deals the most damage, ice will trap opponents in multi-hit attacks and lighting will usually stun opponents when striking with the very tip of the staff.
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Holy FlamesBlue SplashHoly Lightning	If the last element she used was fire-based, Sypha will use Holy Flames, a fiery explosion cast from her hands. It has a few frames of start-up but it is otherwise very powerful and with deceptively long range.If the last element she used was ice-based, Sypha will use Blue Splash, surrounding herself with orbiting ice spikes. When an enemy touches them, they will take multi-hit damage, making it a great tool for extending combos. Pressing the button again will detonate the spikes causing nearby enemies to get frozen briefly.If the last element she used was lightning based, she will use Holy Lightning, which fires three electric projectiles that will home in on the nearest enemies. If all three projectiles hit the same target, they will get stunned for a full second.
Cold Path 	Sypha slides forward on a layer of ice she generates with her hands. Jumping out of this move greatly increases it's vertical height, making for a reliable recovery option. Additionally, this move deals multi-hit damage on contact when executed in the air.
Righteous Eruption 	Creates a stream of flames from her palms which she uses to rise into the air, creating a damaging blast just before launching. Sypha is left in a vulnerable fall state afterwards.
Gracious Beacon 	Surrounds herself with electricity, and after a short delay, a lighting strikes her, creating a damaging blast around her. Sypha can move out of the lightining's way just before it lands, allowing it to strike below her should she execute this move in the air, acting as a great move against off-stage opponents.
Disintegrate 	Sypha summons a magic seal in front of her, trapping opponents inside of it. She then uses a larger tome to cast a spell which involves three large elemental spheres (one for each element) revolving around the opponents before converging and creating a large explosion, as Sypha closes the tome, making it disappear.
=== Arthur ===
	Arthur
- Red Dead -
It's 1899, and the age of outlaws roaming the wild west is dying: Arthur Morgan, member of the Van Der Linde gang, knows this far too well. Being an outlaw from an early age though, Arthur finds himself without a place in this new, civilized world, and spends every day working hard to keep what remains of the Van Der Linde family together, one robbery at a time.
Arthur, as expected, is a proficient gunslinging zoner whose distinctive traits are his passive Dead Eye ability and his Side Special attack. The Dead Eye takes the form of a meter that fills up over time, and once full, allows every shot of his firearms to automatically target the nearest opponent, including his Neutral Special attack which fires six consecutive rounds from his trusty revolver. But being a member of the Van Der Linde gang means Arthur won't have to fight alone: his Side Special attack will cycle through 7 members of the gang, although the order in which they show up will always be different. While there is very little cooldown between each use of this attack, you might still want to use it with caution: not every gang member will necessairly benefit Arthur!
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Six Shooter 	Fires up to six rounds of his revolver directly forward, or angled downwards while in the air before having to reload. Holding down the button fires the remaining rounds in quick succession for an additional burst of damage. If the Dead Eye gauge is full, the shots will automatically target the closest opponent.
Dutch's Boys 	Arthur calls one of 7 members of the Van Der Linde gang to help. The order in which the gang members will appear is chosen at random, but you'll have to cycle through all of them before one reappears. To add an element of strategy to an otherwise unpredictable move, a small icon near Arthur's percent meter will indicate what member will appear next. While this move has a very short cooldown, spamming it might not be the best idea: not every member will directly benefit Arthur, and gang member Uncle has always a chance to appear instead, lingering on the stage for 5 seconds and doing absolutely nothing. Below is a list of the possible members and what each does:
Dutch Van Der Linde: the unreliable leader of the gang, he will fire a single shot of his gun forward before leaving.
Hosea Matthews: the second in command, Hosea will give Arthur a decent health boost thanks to medical herbs.
John Marston: a soon to be legend of the West, John will fire six rounds of his revolver as soon as an enemy enters his line of sight.
Micah Bell: despite Arthur's hatred for this unloyal gunslinger, Micah will nonetheless appear and drop a TNT stick on the ground, creating an explosion that will almost inevitably harm Arthur due to how close to him it will detonate.
Charles Smith: honest and deadly, Charles uses his hunting expertise to fire an arrow that flies across the entire stage, and almost always results in a KO if it hits an opponent.
Sadie Adler: this vengeful widow will grapple closeby opponents, holding them in place for Arthur while brutally assaulting them with a knife.
Simon Pearson: while not much of a fighter, Pearson uses his cooking skills to drop some healing items nearby. Be careful though, as Arthur isn't the only one who can pick them up!.
Uncle: old and useless, Uncle has the unique trait of always having a chance to appear in the place of other members. If he does, he won't do anything except waste 5 seconds before finally leaving and allowing the move to be used again.
Lasso Wrangling	On the ground, Arthur uses his lasso to catch opponents off the air (at an upward angle) to then pull them towards him, leaving them stunned for a moment. When done in the air, Arthur leaps a short distance upwards and throws his lasso at a downward angle instead, but this time he'll blast opponents trapped opponents downwards with a powerful gun blast.
Snake Oil 	Arthur drinks a Snake Oil elixir from his pouch, which instantly fills his Dead Eye gauge. Note that this move has a limited number of uses per stock, and drinking the elixir takes about 2-3 seconds, leaving Arthur vulnerable for a bit.
Dastardly 	Arthur hops on his horse and dashes through opponents for a short distance. Anyone struck by this attack is then wrangled by Arthur's lasso, only to be thrown and automatically tied onto nearby train tracks. As a train passes and runs over the opponents, Arthur rears back his horse and tips his hat to the camera. Players may notice the Low Honor sound effect plays as the cutscene ends as a small easter egg.
=== Jimmy ===
	Jimmy
- Bully -
The private school of Bullworth is home to many bizarre and unique individuals, and it's latest addition, the rebellious Jimmy Hopkins, is no exception. After being dropped off in the academy by his mother, Jimmy makes new friends and enemies alike in the road to his ultimate goal: taking over the school as it's new, undisputed king.
Jimmy is a fighter granted with high movement and attack speed, making him an oppressive and annoying opponent for anyone unprepared to counter his quick combos. His attacks reflect his prankster nature, especially shining through his throw, where he'll dump opponents in garbage cans, twist their arms and stick "Kick Me" signs on their backs. Those however, are hardly the only ways Jimmy uses to enrage his opponents, as his Down Special, Backpack Weapons, allows him to cycle between 4 projectile-based attacks that he can use with his Neutral Special. The two most notable are his trusty Slingshot which has unlimited ammo, and the limited use Bag of Marbles, which can be thrown in any direction to briefly trip the opponents, giving Jimmy a chance to dash in with his Skateboard and deliver his oppressing combos.
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SlingshotSpud GunBag of MarblesRubber Band Ball	Slingshot: fires a small projectile from his slingshot. This move can be charged to increase range, speed and damage.Spud Gun: fires a potato from the Spud Gun, which travels at high speed across the entire stage, dealing significant damage. This move can only be used three times per stock.Bag of Marbles: equips a bag of marbles, which he can throw at will in all directions by pressing the Light Attack button and the left stick simultaneously. Once thrown, it will trip opponents struck by it, giving Jimmy a window to get close and start a combo. This move can only be used 4 times per stock.Rubber Band Ball: winds up and throws a large rubber band ball on the ground near him, which will then bounce around the stage and the opponents, dealing moderate damage. It's unpredictable trajectories paired with a somewhat sluggish startup make this a very situational move, which finds it's best use when used against off stage opponents trying to recover.
Skateboard Dash 	Hops on his skateboard and quickly dashes forward for as long as the button is held. Jimmy can jump out of this move (which also results in a higher jump than usual), as well as cancel it with any Air Attack.
Bunny Hop 	Performs a bunny hop using his bike, leaping high into the air. pressing the button again (or the jump button as well) will make Jimmy jump off the bike, dropping it below himself. The bike has an active hurtbox and will damage anyone it hits, often with a mean "spiking" trajectory. In turn, Jimmy is left in an airborne helpless state.
Backpack Weapons 	Jimmy can use this move to quickly switch between 4 weapons to use in his Neutral Special Attack: the Slingshot, Spud Gun, Bag of Marbles and the Rubber Band Ball, always in this order. The icons and the menu are styled to match the inventory of Bully, appearing as circles above Jimmy's head. His current weapon is also displayed near his portrait. If a weapon has run out of ammo, it's icon will be darker, but won't disappear from the inventory.
Russell in the Hole 	Jimmy performs a short-ranged grab. If it connects, he will then throw the grabbed opponent forward to catch other adversaries in the attack. The struck opponents will then fall into a circular sewer-like arena, when Jimmy whistles and calls in Russell, the leader of the bullies of Bullworth's Academy: he will beats his chest and mindlessly charge forward with his head down, crashing into the opponents and blasting them through a wall, ending the move.
=== Venom ===
	Venom
- Marvel -
After disgraced photojournalist Eddie Brock bonded with an alien symbiote, the two became the monstrous anti-hero known as Venom, violent protector of the innocents and torment of their common enemy: the wall-crawling superhero Spider-Man. Though they had their ups and downs over the years, Eddie and the symbiote always manage to find their way back together...because they. Are. Venom!
Venom joins Elites Versus II as a large, heavyweight fighter which more than compensates the natural disadvantages of his class with disjointed attacks and some stage control tools that make him a force to be reckoned with for any opponent. His most versatile tool is his Neutral Special Attack, which fires a projectile with a double purpose: if it hits opponents, they'll be poisoned and have their speed slightly reduced, but if it lands on the ground, it will create a puddle that Venom can use to enhance his Down Special command grab, Venom Slam. Additionally, the tendrils that Venom uses for his Heavy Attacks will spawn from the puddle instead of himself, giving him the ability to hit opponents from anywhere on the stage.
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Offspring 	Fires a gooey projectile that either poisons and slightly slows down opponents, or creates a symbiote puddle if it lands on the ground instead. When the puddle is out, Venom's tendrils and attacks used in his Heavy Attacks will spawn from it rather than from himself. Additionally, using his Venom Slam Down Special Attack on the puddle will trap opponents with tendrils for a moment, giving Venom ample time to punish with a stronger attack.
Symbiote Strike	Lunges forward becoming a shapeless mass of tendrils and slides along the ground, leaving a trail of spikes behind him capable of launching opponents in the air, making this move a top choice for starting aerial attacks.
Venom Fang 	Hops into the air while enlarging his mouth dramatically, traveling in a low arch forward. It's lacking vertical height makes it only a decent recovery move, compensated by the fact that it will trap opponent into it and slam them on the ground after Venom lands, making it undesirable for opponents to try and stop Venom from recovering.
Venom Slam 	A command grab that sees Venom grab his foes by the head and slam them on the ground with violence. It has a slower startup and shorter reach compared to his tendril-powered regular grab, but the damage it deals makes it a high-risk/high-reward tool. Slamming opponents in the puddle created by Offspring will trap opponents in place with tendrils, opening them up for a painful punish.
We Are Venom 	Venom erupts tendrils from his body, triggering a cutscene that sees struck opponents getting up only to see Venom has taken a giant, multi-headed form that closely resembles the one seen at the end of Spider-Man Web of Shadows. Venom will then slam the ground and eat the midair opponents with his heads, spitting them out to finish the attack.
=== Red Hood ===
	Red Hood
- DC Comics -
Formerly known as the young hero Robin, Jason Todd got another chance at life after it was taken from him by The Joker thanks to the aptly called Lazarous Pit. Angry and with a thirst for revenge, Jason now serves justice in his own ruthless way, which often brings him at odds with his old mentor, Batman.
Red Hood relies on speed and precision to pressure his opponents, capitalizing on openings in their defenses with aggressive combos. He can effortlessly force approaches with his Neutral Special Attack, which unleashes a barrage of projectiles from his dual guns, which cause no knockback but makes for a great way to raise the opponent's damage percentage. That said, opponents will receive actual knockback from this move for a short amount of time if they get marked by Red Hood's Down Special Attack. Also worthy of notice is his Side Special Attack, a lunge which can be cancelled into three different options, depending on what Attack button is pressed.
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Rapid Fire 	A fast barrage of projectiles stylishly fired from his twin pistols. They won't deal knockback, but Red Hood can fire with almost no startup and for as long as he likes, forcing opponents to never stay too far from him. In the air, Red Hood will fire diagonally downwards, so he can rack up some more damage while opponents are trying to recover.
Tactical Lunge	Red Hood lunges forward and lands with a roll. Pressing no additional button won't do anything except cover ground quickly, but pressing one of the three Attack buttons while he lunges will result in different actions: he'll fire a burst of powerful projectiles with his guns with Light Attack, a sliding kick that knocks opponents off their feet and places him behind them with Heavy Attack and will toss a grenade while doing a backflip in the opposite direction with Special Attack.
Lazarous Leap 	Red Hood is surrounded by mystical green energy, then leaps high into the air. This move serves as a recovery exclusively, dealing no damage and leaving him vulnerable afterwards.
Flashbang 	An extraordinarily quick move which sees Red Hood tossing a flashbang near his feet. Closeby opponents are pushed back and will have an icon over their head for a short period of time, during which Red Hood's Rapid Fire attack will deal a fixed amount of knockback.
One Bad Day 	Red Hood grabs a high caliber rifle and blasts the opponents through the walls of an abandoned warehouse, were the opponents are slammed against it's walls by the stream of bullets. Afterwards, they look up and see Red Hood's helmet sliding on the floor near them, which starts beeping only to blow up, with the camera cutting to a shot of Jason without his mask walking away from the explosion towards the camera, slowly putting another helmet back on.
Category:Characters