Bloodhaven

The battle for survival begins! ENGAGE!
Bloodhaven is an upcoming 2.5D crossover fighting game developed by Arc System Works and Capcom for the Nintendo Switch and Xbox Series X, pulling different characters from across entertainment mediums into a single shared story and world. Based on Super Smash Bros. with heavy influence from Guilty Gear and Street Fighter, the game incorporates the simple to understand input system of the former with the competitive flair, flat stages, and other additions from the latter two, creating a game that's good for beginners while keeping the depth of more standard fighters. Based heavily on Super Smash Bros. Swansong and Fortresses of Light, the game scales back it's roster to the low forties while retaining the quality of the two games, focusing on an expansion of extra content and modes along with overall roster balance.
Launching on ??? ???, 2021, Bloodhaven came with 42 characters, 50 stages, over 100 character statues, and plenty of modes for players to experiment with.
==Gameplay==
Bloodhaven plays like a cross between platform fighters like Super Smash Bros. and traditional 2D fighters such as Street Fighter and Guilty Gear. The action is stuck on a 2D plane, but the characters have the mobility a game like Smash would provide, giving each fighter a set of normal attacks, throws, and special moves that can be executed via simple inputs and button presses. Similar to older Fatal Fury games, BLOODHAVEN's big gimmick is that each stage has two individual layers to fight upon, allowing fighters to switch between them at a moment's notice. None of the layers feature big gimmicks, instead allowing for each and every stage to be packed with details that can only be seen on each layer, with characters shrinking and growing to accommodate the field of depth they inhabit.
Every character comes with two Super Moves; using one of these in battle will sacrifice the other, draining it back to square one. A Super Move can only be used once per battle and, if not used for long enough, drains along with the other and can't be refilled until the next round. The first one is called the Umbrella Limit, which usually takes the form of a cutscene that shows off the true personality of the characters and what they're capable of. They always do immense damage, but not enough for one to be considered "unfair". The second one is known as "Cipher's Imprint," a move that calls upon the immense power of Bill Cipher from Gravity Falls to boost the strength of each fighter at the cost of their personality and morals. Whether the Imprint turns you into a monster who's bent on killing or transforms you into a stronger version of yourself, it's always seen as tapping into some kind of sinister force in exchange for the upper hand. Most Imprint Forms are controllable with a few exceptions, such as Ruby Gloom's, but all of them have some kind of drawback in exchange for their benefits. This creates a question: would you rather pull off one damaging move where the true you is showing but have no real control over it...or would you rather have full control over your attacks at the cost of losing yourself to a higher power?
Each stage comes with a selection of music from across media; however, character themes are available to use at any time, providing songs that fit the stage or the fighter well. Tutorials are available for those who need the extra help when playing the game, providing prompts for them to follow in order for them to learn. The game gets rid of traditional Light/Medium/Heavy inputs in exchange for the simple Smash-like gameplay mentioned above. Each stage is about two to three screens high, more and more of the background details being shown off depending on how high you and your opponent are in the air. It's possible to shield attack as well - in fact, you're able to pull of a parry that nullifies any damage or effect an attack would have done, but constant use of the mechanic will decrease its effectiveness until it refuses to work. It works that way using the same move multiple times and rolling as well.
Bloodhaven has fake in-game currency known as "Cipher Credits," currency which cannot be bought with real money. The credits can be spent on fighter costumes, additional music, unlocking characters and stages early, character artwork, and bonus development material for the game. The money is obtained whenever you do a task, whether it be beating a versus battle, winning an online tourney, beating the bosses, or just generally being good at the game. The shop is run by two characters: the previously mentioned Bill Cipher from Gravity Falls and the stoic yet in-control Rodin from Bayonetta, both acting as reluctant comedic foils to one another.
===Modes===
The Versus tab is where all of your battle-based modes are held! Whether they be solo, with a friend, or a boss rush, it's all about taking down your opponent in the best fashion you can!
*Versus Mode: A mode where you can face off against either a CPU or another living opponent locally! You're able to adjust the time limit, the amount of life each player has, whether you want both Super Moves on, and more to customize your fighting experience!
*Duo Versus: Select two fighters and get going in a mode inspired by Marvel VS Capcom! You're able to switch out your fighter on the fly or wait until your first fighter is K.O.'d, allowing for you to show off how much you truly know your mains.
*Bracket Brawl: The entire roster is out to get each other, and it's up to you to make it to first place! Fight through up to six battles and end up as the last one remaining in order to gain your prize! Arrange the order of fighters in any way you want, the amount of participants included, and other rules for battling.
*Gimmick Versus: Like your battles with a little more chaos? Adjust the speed, filters, camera orientation, jump height, and more of a match in this party-based mode! Just how crazy can your dream battles get?
*Boss Rush: Duke it out with the giant bosses of Story Mode! Whether it be on your own or with a friend, taking down these baddies a second time (in one go) isn't gonna be easy! Show them who's...I'm not finishing that sentence.
*Statue Stampede: Collect trophies based on the multitude of series with fights that fit their character ala Spirits in Super Smash Bros. Ultimate. While you can purchase some with Cipher Credits, the thrill of the fight keeps you coming back and collecting over 100 characters from all series represented in Bloodhaven. These statues are displayed in the gallery alongside pieces of the game's developmental process; don't be afraid to learn more about characters you may be unfamiliar with!
For a full list of trophies, may I recommend you check this page out?
Speaking of Story Mode...taking up it's own slot on the main menu, it's...
The Story mode features all 42 characters teaming up for the greater good in order to take down the being who forcefully brought their worlds together: the ancient god of entropy, Abyss. In order to take down Abyss, heroes and villains must set aside their differences and fight through level after level of enemies and fights against fellow abductees. The story has two gameplay focuses: the first one are traditional one-on-one fights similar to the Injustice games and Art of Fighting, while the second style is...beat-em'-up gameplay? You and another character run side by side on a large 2D plane, engaging in combat similar to Streets of Rage and Final Fight with the various movesets of a fighting game! Take down as many enemies as you can in order to save all of reality from the all-powerful Abyss...and who knows? Maybe a new face could be present as well?
If only there was a way to play this "beat-em'-up" style of gameplay outside of battle...oh, wait.
Take down enemies whether it be alone or with a friend, customize the levels you travel through, and take down massive bosses at the end with the fully customizable Beat 'Em Up! mode! All stages here either come from the Story mode or are made exclusively for this, with the selection of places you travel across and their layouts having the ability to be randomized to your will before you start a game. Beating this mode rewards you with either Cipher Credits or a new costume for the character you're playing as if you reach the end. Test all of the fighters out and see what chaos you can conjure up!
With the exception of Story Mode, every mode is able to be played with another person online! Take your fights around the globe, bet Cipher Credits on matches and see what you gain or lose from it, fight in online tourneys to see who's the winner, or fight in simple one-on-one matches. Adjustments had to be made, such as shorter, fully randomized sessions of Beat 'Em Up!, but almost everything else in the game has been left intact. The netcode was partially created Riot Games' subsidiary, Radiant Entertainment, who made the extremely solid online features for their old game, Rising Thunder; as such, the online was made specifically to avoid any major issues across the board, unlike in other fighting games.
Like Bill Cipher and Rodin, the online portions of the game have hosts who you meet when betting on matches, those being Gulliver from the Animal Crossing series and Phantasma from the Scooby-Doo series. The two seem to get along well and are overall good friends from the way they present themselves. (Phantasma art done by marreeps-art on deviantart. Go check them out!)
Other features that are commonplace in other games are here too, whether it be a "museum" for viewing developmental pieces, settings to adjust specific qualities of the game, and other quality of life-based toggles.
==Characters==
Bloodhaven's roster consists of 42 characters; 21 starting characters and 21 unlockable fighters. All of them can be viewed via clicking on their icon in the table below. Each of them has a unique moveset, small descriptions, themes, and tagline.
Mech With a Mean Streak, ROBOT JONES
(Robot Jones art by Montatora-501.)	
Robot Electro Jones is one of many mass-produced KX-8 units of automaton, made for the specific purpose of interacting and gathering data on the teenage youth of the 1980's. Jones doesn't have all of his screws together, frequently getting in over his lightbulb-adorned head. His mechanical heart beats for Shannon Westerburg, his friends like Socks, Cubey, and Mitch, and of course, video games, but his irrational side of his AI sometimes gets the better of him, especially when around Principal Madman, Mr. McMcMc, or the sinister Yogman Twins.
Robot Jones in Bloodhaven is a Trapper, meaning that he's pretty good at keeping opponents away while also getting up close and personal. His moveset is inspired by the one present in Super Smash Bros. Swansong, although said moveset has been adapted to fit on a 2D plane. He leans towards projectile based play, utilizing his power cord, a Wonder Cube, and even his own body. His relatively low height make him a harder target to hit, but once he gets hit, it's important to wrestle your way out of your foe's grasp and deliver the beatdown organic lifeforms deserve.
Theme: Cinema (Benny Benassi + Skrillex)
: Robot Jones pulls out a Wonder Cube, throwing it depending on how long the attack button is held. If you immediately chuck the cube, the cube spreads out into tiny squares that do damage to whoever they hit. The longer you hold the button down, the more the cube will stay intact when thrown, dealing great damage if it's all in one piece.
: Robot Jones leaps forwards as rocket thrusters appear behind him, launching him in the direction he's facing while disappearing when he slows down. Jones can simply ram into opponents or deliver a kick straight to their head or chest depending on their height, pushing them backwards as Jones himself recovers.
: Robot Jones extends his legs upwards, launching opponents high into the air as Robot's body jets back down to normal. If this attack is executed right and you cancel the animation for returning to normal size mid-animation, it can lead into devastating aerial combos as Robot kicks, jabs, and throws his opponents back down upon the ground.
: Robot Jones throws his electrical plug along the ground, aiming to hit an opponent's foot. While doing minimal damage, if the attack button is pressed at the right moment, the cord wraps around the opponent's leg and brings them over to Jones. If the button isn't pressed, the minimal damage occurs and Jones sighs.
: Robot Jones calls upon Socks, Cubey, and Mitch to help take down the opponent in his path. All four of them contribute to the cinematic; Cubey traps them in a freezer box and kicks them towards Mitch, who shoves them onto a projector cart, followed by Socks to launch the cart off of the ramp, and ending with Jones firing a single laser blast and blowing up the ice box with the cart going with it.
: With the help of Bill Cipher, Robot Jones enters a state known as "God King Jones", in which a king's cape appears behind him and bits of his regular form are replaced with scrap metal from an apocalyptic setting. In addition to being slightly taller, all of Robot's attacks are improved and all of his voice clips now give off an extremely sinister vibe, laughing like a maniac as he declares himself "the ruler of the new human race" before Cipher's Imprint wears off.	
: Robot Jones pulls out a Wonder Cube, throwing it depending on how long the attack button is held. If you immediately chuck the cube, the cube spreads out into tiny squares that do damage to whoever they hit. The longer you hold the button down, the more the cube will stay intact when thrown, dealing great damage if it's all in one piece.
: Robot Jones leaps forwards as rocket thrusters appear behind him, launching him in the direction he's facing while disappearing when he slows down. Jones can simply ram into opponents or deliver a kick straight to their head or chest depending on their height, pushing them backwards as Jones himself recovers.
: Robot Jones extends his legs upwards, launching opponents high into the air as Robot's body jets back down to normal. If this attack is executed right and you cancel the animation for returning to normal size mid-animation, it can lead into devastating aerial combos as Robot kicks, jabs, and throws his opponents back down upon the ground.
: Robot Jones throws his electrical plug along the ground, aiming to hit an opponent's foot. While doing minimal damage, if the attack button is pressed at the right moment, the cord wraps around the opponent's leg and brings them over to Jones. If the button isn't pressed, the minimal damage occurs and Jones sighs.
: Robot Jones calls upon Socks, Cubey, and Mitch to help take down the opponent in his path. All four of them contribute to the cinematic; Cubey traps them in a freezer box and kicks them towards Mitch, who shoves them onto a projector cart, followed by Socks to launch the cart off of the ramp, and ending with Jones firing a single laser blast and blowing up the ice box with the cart going with it.
: With the help of Bill Cipher, Robot Jones enters a state known as "God King Jones", in which a king's cape appears behind him and bits of his regular form are replaced with scrap metal from an apocalyptic setting. In addition to being slightly taller, all of Robot's attacks are improved and all of his voice clips now give off an extremely sinister vibe, laughing like a maniac as he declares himself "the ruler of the new human race" before Cipher's Imprint wears off.
The Cunning God of Death, RIDLEY
(Ridley render by Artsy Omni.)	
Out of all antagonists that Samus has faced, none stand taller than Ridley, a large purple dinosaur-like monster that's surprisingly intelligent and the leader of the Space Pirates. Ridley's title, the Cunning God of Death, stems from how many times he dies only to come back bigger, better, and stronger. His undying hatred for Samus goes beyond his mortal coil; Ridley will stop at nothing to ensure that the bounty hunter ends up like him...and never comes back.
Ridley is the single biggest fighter in Bloodhaven, being slightly bigger than Abigail from Street Fighter V. He's a heavy Zoner with a unique twist; at no point does Ridley stop flying. He's always slightly above the ground, making all of his moves tricky yet satisfying to land - however, this does NOT make him immune to falling on the ground or lows. He utilizes his body as a weapon with smaller additions like fireballs to help diversify his moveset. The ferocious leader of the Space Pirates has the moveset to utterly decimate his foes.
Theme: Kill 'Em All (Anarchy Reigns)
: Ridley spews a stream of fireballs from his mouth, the balls bobbing up and down in midair until they either hit their target or stay in the air for too long. The balls themselves don't do much damage; rather, they're meant to stop the opponent in their tracks and make them open to Ridley's various methods of attacks.
: Ridley does a "one-two" attack with both sets of claws, keeping Ridley stationary in the air as he extends his arms. If he hits an opponent up in the air with this attack, a third part of the move can be used: a grab in which Ridley slams back down upon the ground with his prey in tow. The slam immediately sees Ridley drop his foe and head back into the air.
: Since he's always flying, Ridley doesn't have a standard uppercut attack. Rather, Ridley is able to wrap himself up in his wings like a torpedo and fire himself off upwards like a drill. This move is very useful for doing chip damage against an enemy that's been launched in the air, making Ridley a powerful air threat.
: Ridley shoots his spiked tail downwards at a 45 degree angle, aiming to hit his opponent from above and catch them off guard. Interestingly, using this move on the solid ground allows Ridley to pull himself down from the sky and move lower towards the ground. This allows for him to lead into combos or quickly slide across the ground, performing a shuttle loop-like flight path.
: Ridley grabs his prey and throws them up into the air, the battlefield changing to an acid-filled portion of Zebes. As the planet begins to rumble with the fighter trapped on the planet , Ridley makes a mad dash to outer space, carrying the baby Metroid with him as Zebes explodes into nothingness, Ridley's prey going with it while the space pirate lets out one final roar at the camera before the attack ends.
: Upon gaining the imprint, Ridley roars as he transforms into his more robotic Meta Ridley form. While he doesn't change in size, Ridley himself becomes much easier to control with a significant boost to all of his combos. In addition, he gains a slight boost in defense to the main parts of his body, such as his head, tail, and claws. His animations now have even more hatred and ferocity behind them, Ridley becoming even more primal.	
: Ridley spews a stream of fireballs from his mouth, the balls bobbing up and down in midair until they either hit their target or stay in the air for too long. The balls themselves don't do much damage; rather, they're meant to stop the opponent in their tracks and make them open to Ridley's various methods of attacks.
: Ridley does a "one-two" attack with both sets of claws, keeping Ridley stationary in the air as he extends his arms. If he hits an opponent up in the air with this attack, a third part of the move can be used: a grab in which Ridley slams back down upon the ground with his prey in tow. The slam immediately sees Ridley drop his foe and head back into the air.
: Since he's always flying, Ridley doesn't have a standard uppercut attack. Rather, Ridley is able to wrap himself up in his wings like a torpedo and fire himself off upwards like a drill. This move is very useful for doing chip damage against an enemy that's been launched in the air, making Ridley a powerful air threat.
: Ridley shoots his spiked tail downwards at a 45 degree angle, aiming to hit his opponent from above and catch them off guard. Interestingly, using this move on the solid ground allows Ridley to pull himself down from the sky and move lower towards the ground. This allows for him to lead into combos or quickly slide across the ground, performing a shuttle loop-like flight path.
: Ridley grabs his prey and throws them up into the air, the battlefield changing to an acid-filled portion of Zebes. As the planet begins to rumble with the fighter trapped on the planet , Ridley makes a mad dash to outer space, carrying the baby Metroid with him as Zebes explodes into nothingness, Ridley's prey going with it while the space pirate lets out one final roar at the camera before the attack ends.
: Upon gaining the imprint, Ridley roars as he transforms into his more robotic Meta Ridley form. While he doesn't change in size, Ridley himself becomes much easier to control with a significant boost to all of his combos. In addition, he gains a slight boost in defense to the main parts of his body, such as his head, tail, and claws. His animations now have even more hatred and ferocity behind them, Ridley becoming even more primal.
Krusher of the Kong Family, KING K.ROOL 	
Throughout the history of the Kong family, no other character has been as cunning as the cruel King K.Rool of the Kremlings. K.Rool has done everything to tick the Kong's off: steal their bananas, kidnap Donkey and Diddy Kong, and disrupt fun events with plans of island or even world domination. K.Rool is never the same when he appears, having multiple identities to switch into; these include the pirate, Kaptain K.Rool, the scientist, Baron K.Roolenstein, and world renowned boxer, Krusha K.Rool.
K.Rool is a Trapper, although not in a fully traditional sense. K.Rool frequently uses projectiles to get opponents far away from him only to physically do tons of damage via his wide array of strength-based attacks. The king uses his various personas to deal out the damage, frequently pulling out his blunderbuss, his boxing gloves, or his helicopter backpack. He walks with swagger, callous confidence, and an insane demeanor that screams "don't rock with this croc".
Theme: Gangplank Galleon (Donkey Kong Country + Nahu Pyrope
: King K.Rool pulls out his blunderbuss and shoots out a Kannonball that slowly travels across the stage. Interestingly, K.Rool isn't able to suck up the ball due to it disappearing upon contact with a foe or in the air if idle for too long. In exchange, K.Rool can shoot out spiked Kannonballs if he holds the attack button down when the move starts, the ball doing more damage but going even slower.
: King K.Rool launches himself forwards slightly, a boxing glove covering his outward fist as he aims to slam the fist straight down onto his opponent's head. If he hits in the right spot, the king lands without injury while his opponent almost collapses onto the ground. Being in that state allows for K.Rool to enact more devastating moves upon his foes. However, if K.Rool misses, he falls on his face and is open to attacks.
: King K.Rool puts on his helicopter pack and begins to fly up into the air, gaining good vertical distance at the cost of horizontal movement. The backpack is able to fall off if used too long or can be manually taken off, acting as a bomb if an opponent touches it. K.Rool is also able to cancel the attack and deliver other attacks in mid-air, making him a heavy yet deadly aerial machine.
: King K.Rool grabs the shiny golden crown off of his head and tosses it, the crown acting like a boomerang that damages opponents on it's way to them and back. Interestingly, the opponent can destroy the crown, forcing K.Rool to put on a pirate's hat or a black wig that he can use to throw instead. The hat and wig each have different properties to them and can easily catch an opponent off guard.
: King K.Rool roars as he forcefully punts his foe onto Donkey Kong Island as he hops into his Blast-O-Matic superweapon. K.Rool then laughs and slaps his belly as the laser charges up, eventually firing straight at the island and blowing it to smithereens. The opponent manages to escape due to the blast propelling them somewhere...that somewhere being the deck of the Gangplank Galleon, in which they're attacked by various Kremlings before the attack ends.
: King K.Rool's pupils shrink as he grows in size, becoming a much more monstrous form of himself (dubbed Kalamity K.Rool). At this point, K.Rool is so large that the screen needs to scale back slightly to accommodate him. In this form, every one of K.Rool's attacks are more powerful, weapon-based attacks now replaced with slashes with his claws and gnashes with his jaw. He's much slower, but makes up for it in sheer power and his less regal behavior.	
: King K.Rool pulls out his blunderbuss and shoots out a Kannonball that slowly travels across the stage. Interestingly, K.Rool isn't able to suck up the ball due to it disappearing upon contact with a foe or in the air if idle for too long. In exchange, K.Rool can shoot out spiked Kannonballs if he holds the attack button down when the move starts, the ball doing more damage but going even slower.
: King K.Rool launches himself forwards slightly, a boxing glove covering his outward fist as he aims to slam the fist straight down onto his opponent's head. If he hits in the right spot, the king lands without injury while his opponent almost collapses onto the ground. Being in that state allows for K.Rool to enact more devastating moves upon his foes. However, if K.Rool misses, he falls on his face and is open to attacks.
: King K.Rool puts on his helicopter pack and begins to fly up into the air, gaining good vertical distance at the cost of horizontal movement. The backpack is able to fall off if used too long or can be manually taken off, acting as a bomb if an opponent touches it. K.Rool is also able to cancel the attack and deliver other attacks in mid-air, making him a heavy yet deadly aerial machine.
: King K.Rool grabs the shiny golden crown off of his head and tosses it, the crown acting like a boomerang that damages opponents on it's way to them and back. Interestingly, the opponent can destroy the crown, forcing K.Rool to put on a pirate's hat or a black wig that he can use to throw instead. The hat and wig each have different properties to them and can easily catch an opponent off guard.
: King K.Rool roars as he forcefully punts his foe onto Donkey Kong Island as he hops into his Blast-O-Matic superweapon. K.Rool then laughs and slaps his belly as the laser charges up, eventually firing straight at the island and blowing it to smithereens. The opponent manages to escape due to the blast propelling them somewhere...that somewhere being the deck of the Gangplank Galleon, in which they're attacked by various Kremlings before the attack ends.
: King K.Rool's pupils shrink as he grows in size, becoming a much more monstrous form of himself (dubbed Kalamity K.Rool). At this point, K.Rool is so large that the screen needs to scale back slightly to accommodate him. In this form, every one of K.Rool's attacks are more powerful, weapon-based attacks now replaced with slashes with his claws and gnashes with his jaw. He's much slower, but makes up for it in sheer power and his less regal behavior.
The Happiest Little Girl in the World, RUBY GLOOM	
The happiest six year old in the town of Gloomsville, Ruby Gloom lives in a manor with her caretaker, Poe, and her best friends, Skullboy, Iris, Scaredy Bat, Misery, and Frank and Len. Ruby as a person is incredibly happy-go-lucky, bubbly, and caring; very little seems to ruin her day or get her down. She's a problem-solver, a thinker, and values the safety of her friends before herself. By all accounts, Ruby shouldn't even be in a fighting game...yet, here she is.
Ruby is a Bait & Punish character with a twist: all of her attacks are done by sheer accident. Ruby doesn't mean to harm anyone and instead is just here to have a good time, delivering hugs and dancing in the hope of livening up the competition. In reality, all of her "attacks" accidentally do massive damage to her opponents, whether it be crushing their spines with a hug, kicking their faces on a swing, or accidentally stomping on them with Iris' spring shoes.
Theme: Wouldn't It Be Nice (Beach Boys)
: Ruby runs over to her opponent with her arms open, proceeding to hug them once she makes contact with them. The hug doesn't do too much damage as that isn't Ruby's intent in any battle, but if an opponent is about to use an attack when she initiates the hug, the force of the hug causes them to be paralyzed. They fall to the ground as Ruby feverishly apologizes for the damage.
: Ruby sets up a swing from the ceiling and sits down on it, beginning to swing around back and forth with playful glee. Ruby is able to fling herself off and land on an opponent's head by accident or, if an opponent is near her when she's swinging, she's able to kick them by mistake. Either way, the swing is one of Ruby's most deadly attacks, surprisingly.
: Ruby leaps up into the air with the help of Iris' spring shoes, moving in an arc formation as she flies up into the air. While the opponent can be hit by her head at the height of the jump, the real danger comes if Ruby accidentally lands on you when she returns to the ground. The force of her landing on her foe causes them to collapse to the ground and leave them open to other accidental attacks.
: Ruby pulls out an old phonograph out of hammerspace and begins to do a little shimmy as a gothic tune fills the stage. The dance is essentially a light taunt with a twist: Ruby is able to hit the phonograph by sheer accident and cause it to fly across the stage, ricocheting across the floor three times before shattering. If it hits a foe, they're taken aback and are open to other attacks.
: Ruby gains the ability to sing and brings her opponent into a musical number with almost all of her other friends: Skull Boy, Iris, Scaredy Bat, Boo Boo, and Frank & Len. As the group sings together, Misery walks towards the foe and brings her bad luck upon them as a piano crushes the fighter, followed by a stage light, an anvil, a 1 ton weight, and a pool table. Upon a butterfly touching the pile, the fighter and the junk fall through the stage floor as the others look on in horror, ending the attack.
: Ruby herself doesn't undergo the transformation; rather, her stuffed doll, Mr. Buns, does instead. Mr. Buns becomes a goopy shadow-like monster that attacks from the background while Ruby hides in the corner. Mr. Buns, in this new form, uses his temporary abilities to deliver hell on Earth for his foes, using his shadowy claws, gaping maw, and piercing red eyes to get the job done. This is one of few Cipher's Imprint forms that don't boost the stats of the main fighter and are much more cinematic.	
: Ruby runs over to her opponent with her arms open, proceeding to hug them once she makes contact with them. The hug doesn't do too much damage as that isn't Ruby's intent in any battle, but if an opponent is about to use an attack when she initiates the hug, the force of the hug causes them to be paralyzed. They fall to the ground as Ruby feverishly apologizes for the damage.
: Ruby sets up a swing from the ceiling and sits down on it, beginning to swing around back and forth with playful glee. Ruby is able to fling herself off and land on an opponent's head by accident or, if an opponent is near her when she's swinging, she's able to kick them by mistake. Either way, the swing is one of Ruby's most deadly attacks, surprisingly.
: Ruby leaps up into the air with the help of Iris' spring shoes, moving in an arc formation as she flies up into the air. While the opponent can be hit by her head at the height of the jump, the real danger comes if Ruby accidentally lands on you when she returns to the ground. The force of her landing on her foe causes them to collapse to the ground and leave them open to other accidental attacks.
: Ruby pulls out an old phonograph out of hammerspace and begins to do a little shimmy as a gothic tune fills the stage. The dance is essentially a light taunt with a twist: Ruby is able to hit the phonograph by sheer accident and cause it to fly across the stage, ricocheting across the floor three times before shattering. If it hits a foe, they're taken aback and are open to other attacks.
: Ruby gains the ability to sing and brings her opponent into a musical number with almost all of her other friends: Skull Boy, Iris, Scaredy Bat, Boo Boo, and Frank & Len. As the group sings together, Misery walks towards the foe and brings her bad luck upon them as a piano crushes the fighter, followed by a stage light, an anvil, a 1 ton weight, and a pool table. Upon a butterfly touching the pile, the fighter and the junk fall through the stage floor as the others look on in horror, ending the attack.
: Ruby herself doesn't undergo the transformation; rather, her stuffed doll, Mr. Buns, does instead. Mr. Buns becomes a goopy shadow-like monster that attacks from the background while Ruby hides in the corner. Mr. Buns, in this new form, uses his temporary abilities to deliver hell on Earth for his foes, using his shadowy claws, gaping maw, and piercing red eyes to get the job done. This is one of few Cipher's Imprint forms that don't boost the stats of the main fighter and are much more cinematic.
The Third Mistress of Michigan, LUNA LOUD 	
The third eldest Loud sister, Luna Loud is a human girl living in Royal Woods, Michigan. At the age of 15, Luna has dreams of being a rock star in the same field as her idol, Mick Swagger, and rigorously practices the art of rock-n'-roll no matter the situation. She's very loud and despises when people end her jam sessions prematurely, preferring to finish on her own terms rather than be forced to. Her girlfriend, Sam Sharp, is just one of many colorful individuals Luna is in cahoots with.
In Bloodhaven, Luna is a Rushdown character; plenty of her moves rely on her using her guitar to get up close to her foes. In fact, many of them see her run at them and deliver somewhat of an instant beatdown. Almost none of her moves don't rely on her love for rock music, whether it be her throwing it in the air, spinning in it in the air, or running with it like a hurricane. It's all about the music, and you'll be played like a fiddle.
Theme: Steel Python (No More Heroes)
: Luna pulls a large purple speaker out of hammerspace, holding it over her head before throwing it across the screen. The speaker descends as it moves the air, eventually shattering if it hits the ground. If it hits and opponent, the speaker takes them on a ride until it crashes into a ground, which shouldn't take too many frames if they don't escape.
: Luna grabs the top of her guitar's handle and twirls around, spinning around in a hurricane formation while rooted in place. The attack is multi-hit, doing plenty of damage if all hits land. In addition to that, the final spin has Luna hold the guitar like a baseball bat and swing it directly into an opponent, doing good damage unless they can escape in time.
: Luna tosses her "axe" into the air in an arc formation, leaving Luna somewhat vulnerable as she makes a mad dash for it whenever it hits the ground. The guitar has a sweet spot on the top of it's handle, but has a small chance of actually doing so. Either way, the guitar eventually returns to Luna, the girl sighing in relief.
: Luna slides on the ground on her knees, spinning her guitar like a helicopter blade as she travels across the battlefield. While traveling, she slows down overtime. The slide can lead into kicks and strikes from her guitar if the timing is perfected, with Luna bobbing her head back and forth the whole time.
: Luna transforms into her fictional superhero alter-ego, Night Club, and drags her opponent into a comic book world. Upon whacking them into the air with her guitar, the rest of Ace Savvy's full deck appears, delivering beatdowns as Ace Savvy and One-Eyed Jack (Lincoln and Clyde) deliver the final blows to their foe, sending them crashing into a grave dug by the Eight of Spades (Lucy), the foe being buried alive.
: Upon gaining the imprint, Luna transforms into a skeleton Halloween costume, her eyes glowing yellow as her speed and attack power double. While much more slippery to control, Halloluna is a frenzied foe that seems oddly more content with smashing people over the head than in her regular form. All of her attacks now send out Halloween decorations when she lands a hit, with her usual voice lines being replaced with maniacal laughs and bones clattering together.	
: Luna pulls a large purple speaker out of hammerspace, holding it over her head before throwing it across the screen. The speaker descends as it moves the air, eventually shattering if it hits the ground. If it hits and opponent, the speaker takes them on a ride until it crashes into a ground, which shouldn't take too many frames if they don't escape.
: Luna grabs the top of her guitar's handle and twirls around, spinning around in a hurricane formation while rooted in place. The attack is multi-hit, doing plenty of damage if all hits land. In addition to that, the final spin has Luna hold the guitar like a baseball bat and swing it directly into an opponent, doing good damage unless they can escape in time.
: Luna tosses her "axe" into the air in an arc formation, leaving Luna somewhat vulnerable as she makes a mad dash for it whenever it hits the ground. The guitar has a sweet spot on the top of it's handle, but has a small chance of actually doing so. Either way, the guitar eventually returns to Luna, the girl sighing in relief.
: Luna slides on the ground on her knees, spinning her guitar like a helicopter blade as she travels across the battlefield. While traveling, she slows down overtime. The slide can lead into kicks and strikes from her guitar if the timing is perfected, with Luna bobbing her head back and forth the whole time.
: Luna transforms into her fictional superhero alter-ego, Night Club, and drags her opponent into a comic book world. Upon whacking them into the air with her guitar, the rest of Ace Savvy's full deck appears, delivering beatdowns as Ace Savvy and One-Eyed Jack (Lincoln and Clyde) deliver the final blows to their foe, sending them crashing into a grave dug by the Eight of Spades (Lucy), the foe being buried alive.
: Upon gaining the imprint, Luna transforms into a skeleton Halloween costume, her eyes glowing yellow as her speed and attack power double. While much more slippery to control, Halloluna is a frenzied foe that seems oddly more content with smashing people over the head than in her regular form. All of her attacks now send out Halloween decorations when she lands a hit, with her usual voice lines being replaced with maniacal laughs and bones clattering together.
The Raving Rhythmic Rabbit Runner, VIBRI 	
Vibri is a strange being; a rabbit made entirely of wireframes, she hops around wherever she pleases in search of fun and good times. She's incredibly upbeat and an optimist, never once doubting her abilities or the players. Vibri likes to wander around and, as such, is known for her speed, grace, and tendency to never stay still. When she's been hit one too many times, she reverts to lesser animals like a frog and a worm, but always bounces back from those setbacks as quickly as she can!
Vibri's happy-go-lucky upbeat personality translates into the way she fights. She's a Transformer, as the more damage she takes, she takes a different form. If she takes too much damage, she reverts to frog form, and after that, a worm form. While these forms go out easier, they make Vibri a much lighter character overall, increasing the range of her air game. All of her moves are based around flipping around in the air or using it to her advantage. When she gets enough combos without getting hit, she moves back up to a higher form.
Theme: Universal Gravitation (Vib-Ribbon)
: Vibri performs a simple spin attack in a stationary position, twirling around and bringing any opponent caught in the attack around with her. In the air, Vibri can move left or right at the cost of being defenseless when she begins freefalling. The attack can be good for catching enemies off guard and getting in for more hits.
: A loop formation appears in front of Vibri, allowing her to flip around in the air before coming back down to the ground a bit faster than how she began the attack. Not only is Vibri able to damage foes from the speed boost, but if they're up in the air above the loop, she can hit them if they touch her while she's performing the attack, slamming them back down to the ground.
: Vibri creates a large rectangle in front of her opponent. The rectangle can launch an opponent into the air if it spawns underneath them, but the main feature is for Vibri to time a jump over it, hitting her opponent with her feet. If the combo is still going, Vibri can also create a small pit for her to walk over, extending her legs and hitting her airborne foe with her head.
: A small wave appears on the ground in front of Vibri, causing her to roll into a ball-like shape for a short amount of time. If she hits a foe in this state, Vibri can follow the attack up with a cartwheel over a newly-formed strangely shaped pit, doing two extra hits and allowing Vibri to travel farther than she normally would.
: Vibri sings as her body begins to expand, eventually becoming a single white line in a black void. Her foe begins to run for their lives as Vibri is seen running down the line at incredible speeds. The opponent encounters many of the obstacles Vibri herself faces, but can't get the rhythms down and eventually trips and falls flat on their face, Vibri eventually ramming into them and reducing them down to nothingness as she continues running off, the attack ending there.
: Using Cipher's Imprint, Vibri enters her ultimate form: Queen Vibri, a version of Vibri with wings, a crown, and a boost in power. In this state, Vibri speed and air capabilities are enhanced, making this form of Vibri one of the fastest foes in the game. Vibri is able to pull off her aerial attacks and combos much easier than she usually can, making her aerial presence even more prominent and dangerous.	
: Vibri performs a simple spin attack in a stationary position, twirling around and bringing any opponent caught in the attack around with her. In the air, Vibri can move left or right at the cost of being defenseless when she begins freefalling. The attack can be good for catching enemies off guard and getting in for more hits.
: A loop formation appears in front of Vibri, allowing her to flip around in the air before coming back down to the ground a bit faster than how she began the attack. Not only is Vibri able to damage foes from the speed boost, but if they're up in the air above the loop, she can hit them if they touch her while she's performing the attack, slamming them back down to the ground.
: Vibri creates a large rectangle in front of her opponent. The rectangle can launch an opponent into the air if it spawns underneath them, but the main feature is for Vibri to time a jump over it, hitting her opponent with her feet. If the combo is still going, Vibri can also create a small pit for her to walk over, extending her legs and hitting her airborne foe with her head.
: A small wave appears on the ground in front of Vibri, causing her to roll into a ball-like shape for a short amount of time. If she hits a foe in this state, Vibri can follow the attack up with a cartwheel over a newly-formed strangely shaped pit, doing two extra hits and allowing Vibri to travel farther than she normally would.
: Vibri sings as her body begins to expand, eventually becoming a single white line in a black void. Her foe begins to run for their lives as Vibri is seen running down the line at incredible speeds. The opponent encounters many of the obstacles Vibri herself faces, but can't get the rhythms down and eventually trips and falls flat on their face, Vibri eventually ramming into them and reducing them down to nothingness as she continues running off, the attack ending there.
: Using Cipher's Imprint, Vibri enters her ultimate form: Queen Vibri, a version of Vibri with wings, a crown, and a boost in power. In this state, Vibri speed and air capabilities are enhanced, making this form of Vibri one of the fastest foes in the game. Vibri is able to pull off her aerial attacks and combos much easier than she usually can, making her aerial presence even more prominent and dangerous.
The Bane of Darkstalkers Everywhere, B.B. HOOD 	
In the monstrous world of Darkstalkers, few beings are more sinister than the murderous Baby Bonnie Hood, also known as Bulleta. Using the guise of a helpless little girl to lure in the beasts she hunts, she quickly lets her guard down and pulls out her array of guns, knifes, explosives, landmines, and even firing squads to get the job done. Her appetite for murder is so strong that she's been considered an official Darkstalker by the lord of demons himself, Jedah Dohma. Maybe humans are the real monsters...
Coming from a fighting game herself, B.B. Hood already has her whole moveset ready for her. She's considered a Rushdown fighter, aiming to get close to her opponents only to pull the rug out from under them. B.B. is fast and relatively light, meaning that if you get a few hits in on her, you can do a good amount of damage. Her weaker attacks are usually long range or require some kind of set-up, such as firing her Uzi or laying down a landmine. Her dog, Harry, acts as a constant background elements and panics whenever B.B. does any kind of loud attack.
Theme: War Agony (Darkstalkers 3)
: B.B. Hood yawns as her begins to swing her basket around in a circle behind her. The move is charged while holding down the B button and gains it's full level of power after 2 seconds, allowing players to leave themselves open at the cost of more power. Upon letting go, B.B. Hood rushes forwards and slams the basket into any nearby opponents, the move doing more damage the longer it's been charged. While potentially slow, the payoff can be immense.
: B.B. Hood pulls out of a Molotov cocktail and removes the cork, reigning fire in a pillar that shoots straight up at a 45 degree angle. The move can be used in midair but must be used in specific situations due to it's angle. If an opponent is caught in the attack, B.B. is able to follow it up with a lot of her neutral game, such as swinging her basket or sticking her leg out.
: B.B. Hood laughs as she spins around in the air, creating a typhoon that shoots her straight up into the air. The grounded version acts as a grab that throws opponents into the typhoon rather than B.B., although it's easy to get out of if you know what you're doing. When B.B is airborne, it's useful to use any moves related to gunplay she has so that the shots can be angled at their best. If you don't fancy that, you can travel decently far in the air if you don't attack.
: B.B. Hood crouches as she pulls out her basket and fires a slow-moving missile straight towards her opponents. The missile's speed makes it so that B.B. can rush in and pull off attacks while the opponent attempts to outrun the missile. Due to B.B.'s low profile, the missile can be shot at her normal height or while crouching, giving the move extra utility overall as she prepares her next move. Since it's so slow, however, the missile can easily be jumped over.
: B.B. Hood viciously stabs her opponent before beginning to furiously sob, smashing a giant boulder against them before dunking them into a pool of her own tears. Once there, the opponent looks horrified as they're surrounded by B.B.'s fellow hunters, tanks, and B.B. herself. Upon her command, all of them open fire and do tons of damage to the fighter as B.B. is handed a fat stack of cash for her efforts, letting out a low chuckle before the cutscene ends.
: B.B. Hood gives into Cipher's Imprint and becomes the Red Reaper, fully turning her into a Darkstalker as she has now become a gun-wielding red-cloaked skeleton. In this form, B.B. is even faster than she usually is, certain attacks are replaced by Harry (who has now become a monstrous brown wolf), and any moves that require physical contact are strengthened. However, being that she's now a skeleton, her defense is lower and she can now be taken out in less hits than usual, so being careful is key.	
: B.B. Hood yawns as her begins to swing her basket around in a circle behind her. The move is charged while holding down the B button and gains it's full level of power after 2 seconds, allowing players to leave themselves open at the cost of more power. Upon letting go, B.B. Hood rushes forwards and slams the basket into any nearby opponents, the move doing more damage the longer it's been charged. While potentially slow, the payoff can be immense.
: B.B. Hood pulls out of a Molotov cocktail and removes the cork, reigning fire in a pillar that shoots straight up at a 45 degree angle. The move can be used in midair but must be used in specific situations due to it's angle. If an opponent is caught in the attack, B.B. is able to follow it up with a lot of her neutral game, such as swinging her basket or sticking her leg out.
: B.B. Hood laughs as she spins around in the air, creating a typhoon that shoots her straight up into the air. The grounded version acts as a grab that throws opponents into the typhoon rather than B.B., although it's easy to get out of if you know what you're doing. When B.B is airborne, it's useful to use any moves related to gunplay she has so that the shots can be angled at their best. If you don't fancy that, you can travel decently far in the air if you don't attack.
: B.B. Hood crouches as she pulls out her basket and fires a slow-moving missile straight towards her opponents. The missile's speed makes it so that B.B. can rush in and pull off attacks while the opponent attempts to outrun the missile. Due to B.B.'s low profile, the missile can be shot at her normal height or while crouching, giving the move extra utility overall as she prepares her next move. Since it's so slow, however, the missile can easily be jumped over.
: B.B. Hood viciously stabs her opponent before beginning to furiously sob, smashing a giant boulder against them before dunking them into a pool of her own tears. Once there, the opponent looks horrified as they're surrounded by B.B.'s fellow hunters, tanks, and B.B. herself. Upon her command, all of them open fire and do tons of damage to the fighter as B.B. is handed a fat stack of cash for her efforts, letting out a low chuckle before the cutscene ends.
: B.B. Hood gives into Cipher's Imprint and becomes the Red Reaper, fully turning her into a Darkstalker as she has now become a gun-wielding red-cloaked skeleton. In this form, B.B. is even faster than she usually is, certain attacks are replaced by Harry (who has now become a monstrous brown wolf), and any moves that require physical contact are strengthened. However, being that she's now a skeleton, her defense is lower and she can now be taken out in less hits than usual, so being careful is key.
The Wolf with His Father's Wings, ROCK HOWARD 	
Born to a poor mother in South Town, Rock Howard is the son of crime lord Geese Howard. When his mother died and Geese refused to aid the boy, Rock took it upon himself to get revenge on his father by any means necessary. Upon finding out that the heroic Terry Bogard had beat him to the punch, Bogard adopts Howard and raises him as his own, the young boy growing into a formidable fighter. Using the techniques learned from both Terry and Geese, Rock stands tall as his own individual with the fighting appetite of a hungry wolf.
Rock, in Bloodhaven, plays like a Half-Grappler: plenty of his moves are about keeping opponents away, while a large chunk of his kit is about grabbing onto them and launching them away across the stage. His speed is average, but his inputs make up for it, allowing him to execute his special attacks with extra benefits if he takes the time to input the codes needed to do so. Overall, Rock's moveset emphasizes constant outsmarting of your opponent, constantly being on the move, and striking when the time is right.
Theme: Emergence (King of Fighters XIV}
: Rock fires a single wave of energy along the ground, dubbed Repuuken. The attack is like a small wall, not doing much damage in the grand scheme of things besides warding opponents away from Rock. When the B button is held down, the attack is faster and slightly stronger. The main purpose of the attack is to keep opponents at bay while Rock runs in for up-close attacks, although it can be a simple way to K.O. a foe at low health.
: Rock thrusts his palm outwards and dashes forwards at lightning fast speeds, the palm doing the damage rather than the dash. The attack is good for pinning your opponents down in one area and keeping them there. A special input allows for the speed and strength of the attack to be heightened, although the input takes some time to enter correctly. Hard Edge is great for turning the tides of a fight.
: Rock braces himself for an incoming enemy attack, crossing his arms in preparation. If any physical attack lands, Rock executes the Crack Counter, a stationary version of Terry's Crack Shoot attack. By using a special input, the attack can be followed by a mini Crack Shoot that makes Rock go up into the air slightly. Crack Counter is a good move for punishing overeager foes.
: Rock uses one of his adoptive father's most iconic moves: Rising Tackle, allowing him to spin in the air with his legs acting as the hurtbox. While this has no horizontal damage, doing this to anyone above you will lead to aerial combo opportunities if you play your cards right. The special input version has Rock go higher up into the air and do more damage at the cost of slightly crippled speed, but it's still good at what it aims to do.
: Rock thrusts his open palm outwards towards his opponent, blue energy surrounding it. If anyone physically attacks Rock in this state, Rock initiates Shinkuu Nage, grabbing his opponent and tossing them on the ground behind him in an overhead slam. By timing the attack right, Rock's slam has more "oomph" and does more damage overall. Either way, the move allows for Rock to immediately follow it up with normal attacks.
: Rock taps into Geese's powers and executes his Neo Deadly Rave attack, using Shining Knuckle to start the attack before launching into a series of punches and kicks, doing rapid damage to his opponent as each attack gets faster and faster. Eventually, Rock sends out an energy attack that launches opponents straight into the path of Terry Bogard, who uses Buster Wolf to finish the attack, ending the cutscene.
: Rock succumbs to the power of Cipher's Imprint against his will, becoming a sinister imitation of his blood father. In this stage, Rock is slower, heavier, and clearly older, resembling Geese more and more. Every attack related to Geese is buffed in this state and Rock's defense is boosted as well. The big catch here is that when he eventually turns back into his regular form, there's a few frames where he has to regain control of him, leaving him wide open to any attack.	
: Rock fires a single wave of energy along the ground, dubbed Repuuken. The attack is like a small wall, not doing much damage in the grand scheme of things besides warding opponents away from Rock. When the B button is held down, the attack is faster and slightly stronger. The main purpose of the attack is to keep opponents at bay while Rock runs in for up-close attacks, although it can be a simple way to K.O. a foe at low health.
: Rock thrusts his palm outwards and dashes forwards at lightning fast speeds, the palm doing the damage rather than the dash. The attack is good for pinning your opponents down in one area and keeping them there. A special input allows for the speed and strength of the attack to be heightened, although the input takes some time to enter correctly. Hard Edge is great for turning the tides of a fight.
: Rock braces himself for an incoming enemy attack, crossing his arms in preparation. If any physical attack lands, Rock executes the Crack Counter, a stationary version of Terry's Crack Shoot attack. By using a special input, the attack can be followed by a mini Crack Shoot that makes Rock go up into the air slightly. Crack Counter is a good move for punishing overeager foes.
: Rock uses one of his adoptive father's most iconic moves: Rising Tackle, allowing him to spin in the air with his legs acting as the hurtbox. While this has no horizontal damage, doing this to anyone above you will lead to aerial combo opportunities if you play your cards right. The special input version has Rock go higher up into the air and do more damage at the cost of slightly crippled speed, but it's still good at what it aims to do.
: Rock thrusts his open palm outwards towards his opponent, blue energy surrounding it. If anyone physically attacks Rock in this state, Rock initiates Shinkuu Nage, grabbing his opponent and tossing them on the ground behind him in an overhead slam. By timing the attack right, Rock's slam has more "oomph" and does more damage overall. Either way, the move allows for Rock to immediately follow it up with normal attacks.
: Rock taps into Geese's powers and executes his Neo Deadly Rave attack, using Shining Knuckle to start the attack before launching into a series of punches and kicks, doing rapid damage to his opponent as each attack gets faster and faster. Eventually, Rock sends out an energy attack that launches opponents straight into the path of Terry Bogard, who uses Buster Wolf to finish the attack, ending the cutscene.
: Rock succumbs to the power of Cipher's Imprint against his will, becoming a sinister imitation of his blood father. In this stage, Rock is slower, heavier, and clearly older, resembling Geese more and more. Every attack related to Geese is buffed in this state and Rock's defense is boosted as well. The big catch here is that when he eventually turns back into his regular form, there's a few frames where he has to regain control of him, leaving him wide open to any attack.
The Mischievous Djinn Pokémon of Kalos, HOOPA 	
Hoopa is classified as the Djinn Pokémon, a dual Psychic/Ghost type, and #720 in the National Pokédex. While seemingly a small little guy, Hoopa's "Unbound Form" has him take on a devilish appearance, gaining buffs to every stat he has while becoming a Psychic/Dark type. Known for his prankster nature and his ability to use rings that act as otherworldly portals, this trickster is no pushover and will require more than a simple Pokémon battle.
Hoopa acts as a Glass Cannon, being one of the lightest and fastest characters in Bloodhaven; a lot of his attacks are based on protecting himself or outsmarting the enemy before they hit him using his iconic portals. He's floating above the ground most of the time, but is still able to be struck by low attacks and kicks. He takes plenty of damage from each attack dealt to him, but can deal that amount with his own; it's very important to be careful when playing as the Djinn Pokémon.
Theme: Gill's Theme (Street Fighter V)
: Hoopa forces his hands together as a ball of purple energy forms in it's hands. By holding down the B button, the ball grows larger and gains more strength while requiring Hoopa to stay still. At this time, a large portal appears in front of Hoopa and can be angled by 90 degrees; the ball is able to launched into the portal and the portal can be angled in angle of those directions, allowing for immense creativity with how you want the speed of the ball to go and where you want it to go.
: Hoopa stops and puts his hands to his head, charging up psychic waves before launching himself into a portal before it disappears. While it's gone, the control stick can be angled upwards or downwards to move the location of the portal, giving Hoopa multiple different ways to escaping and outsmarting his foes. If he's careless with this move, he can launch himself right into the path of his enemies.
: Hoopa's up special doesn't make him move upwards; rather, it pulls out a portal that absorbs anyone right above into it before spitting them out away from Hoopa. The attack does no damage and is somewhat gimmicky, but it forces any threat away from Hoopa and gives him the ability to strike back due to his speed. If Hoopa misses, however, it's very easy for him to be punished just as hard, if not harder.
: Hoopa dives into the ground, his signature portal appearing where he is. The portal can be moved around for a few seconds before Hoopa shoots himself out of it upwards like a missile, doing damage to anyone above him. Any attack that strikes the ground first and foremost does damage to Hoopa, causing him to pop out early, but if the attack is used right, Hoopa's aerials become some of his greatest tools in battle.
: Hoopa taps into his Umbrella Limit and becomes Hoopa Unbounded, a large and monstrous six-armed form of the Pokémon that tosses a portal at it's foe. If they're caught in the portal, a cutscene starts where they're sucked into an alternate dimension before being assaulted by Hoopa's six arms, dealing rapid damage as the genie laughs. A final blow is dealt, sending the opponent through multiple portals before they crash down on the stage, Hoopa returning to his Confined form.
: Hoopa gives into Cipher's Imprint, fusing with...Necrozma? Now known as Ultra Hoopa, he gains more power and speed while utilizing buffed versions of his moves, the cost being that he isn't able to escape as fast as he normally could. Ultra Hoopa's arms are longer now, meaning that his grabs have more range as well. Despite all of his buffs, taking down Hoopa in this state shouldn't be impossible and will show the genie who's boss.	
: Hoopa forces his hands together as a ball of purple energy forms in it's hands. By holding down the B button, the ball grows larger and gains more strength while requiring Hoopa to stay still. At this time, a large portal appears in front of Hoopa and can be angled by 90 degrees; the ball is able to launched into the portal and the portal can be angled in angle of those directions, allowing for immense creativity with how you want the speed of the ball to go and where you want it to go.
: Hoopa stops and puts his hands to his head, charging up psychic waves before launching himself into a portal before it disappears. While it's gone, the control stick can be angled upwards or downwards to move the location of the portal, giving Hoopa multiple different ways to escaping and outsmarting his foes. If he's careless with this move, he can launch himself right into the path of his enemies.
: Hoopa's up special doesn't make him move upwards; rather, it pulls out a portal that absorbs anyone right above into it before spitting them out away from Hoopa. The attack does no damage and is somewhat gimmicky, but it forces any threat away from Hoopa and gives him the ability to strike back due to his speed. If Hoopa misses, however, it's very easy for him to be punished just as hard, if not harder.
: Hoopa dives into the ground, his signature portal appearing where he is. The portal can be moved around for a few seconds before Hoopa shoots himself out of it upwards like a missile, doing damage to anyone above him. Any attack that strikes the ground first and foremost does damage to Hoopa, causing him to pop out early, but if the attack is used right, Hoopa's aerials become some of his greatest tools in battle.
: Hoopa taps into his Umbrella Limit and becomes Hoopa Unbounded, a large and monstrous six-armed form of the Pokémon that tosses a portal at it's foe. If they're caught in the portal, a cutscene starts where they're sucked into an alternate dimension before being assaulted by Hoopa's six arms, dealing rapid damage as the genie laughs. A final blow is dealt, sending the opponent through multiple portals before they crash down on the stage, Hoopa returning to his Confined form.
: Hoopa gives into Cipher's Imprint, fusing with...Necrozma? Now known as Ultra Hoopa, he gains more power and speed while utilizing buffed versions of his moves, the cost being that he isn't able to escape as fast as he normally could. Ultra Hoopa's arms are longer now, meaning that his grabs have more range as well. Despite all of his buffs, taking down Hoopa in this state shouldn't be impossible and will show the genie who's boss.
The Greatest Hero of All Time, WRYN
(The BLEED Blog logo by .)	
Widely regarded as the greatest hero of all time, Wryn Vigilandre is a 20-year old college student in New Detroit, Michigan after an event from years ago wiped Detroit off the map. Young, spunky, and always ready to speak her mind, Wryn is best friends with Andy "Rival" Percival, Hazel Bradenbaucher, White MK II, "the Clawed Girl", Plucky, and many other friends who aim to protect the city alongside her. Whether it be taking down a Russian space military, spending her days at the arcade, or watching a movie with Hazel, Wryn's always down for a good time.
Wryn functions as a Zoner, using smaller attacks that hit multiple times to drive space between her and her opponent or rack up damage before going in for stronger attacks. She's incredibly fast but easy to counter due to how based in zoning she is; if you can counter her attacks, it's likely you've found multiple openings. Despite this, her sheer speed, ranged possibilities, unique up special that lets her cover all of the battlefield, and peppy attitude, Wryn is pretty tricky, but one of the most rewarding characters to fully master
Theme: Kurikinton (Fatal Fury 2)
: By holding down the B button, Wryn fires two pistols rapidly, a barrage of bullets spraying out for a second before the attack ends. If you're not in a good enough range near your foe, the bullets don't do anything; however, if the opponent is hit by the bullets, they do small chip damage which quickly racks up by the end of the attack. It's good for spacing and racking up damage, but can't be spammed quickly, especially if the attack is held down for as long as it can be and not used in short spurts.
: Wryn whips out an inactive Valentine-Bot and holds it up in front of her; if an opponent's attack lands, the bot is destroyed as Wryn follows it up with a single sword slash. Unlike the rest of her combo-building moveset, this attack does that single strike and lets Wryn trick an opponent at the last instant, using their confidence as a tool against them. However, her own confidence can be a weakness as well; if used too early, the shield doesn't work.
: Wryn's up special can be used three times at the cost of doing no real damage, launching her up into the air. The attack can be angled with the flick of the control stick, allowing Wryn to set up attacks at the cost of her being vulnerable when she dashes. She's able to lead into any other attack, giving her great combo setups or the ability to out-maneuver her opponent. Whether it be sliding across the ground or weaving through the air, Wryn's got options.
: Wryn picks up a tomato out of nowhere, now able to hold onto it at the cost of no other special being able to be used when holding it. When the move is used again, Wryn tosses the tomato straight into her opponent's face, doing solid stage while doing a few frames of stun damage that leave her foe open to further attacks. The tomato is easy to counter and references the crowds from BLEED 2, but can be easily countered or dodged.
: Wryn activates Bullet Time, slowing down her opponent as she runs for cover. In the background, something is falling from the sky; that something is an orb of pure energy that explodes into a cloud of black and white, acting like a nuclear explosion. The opponent is immediately caught in the blast and is turned into particles, Wryn reemerging from the rubble as she wipes her brow. The opponent just takes a ton of damage, the disintegration just being part of the cutscene.
: Wryn is forced to accept the power of Cipher's Imprint, her molecules disassembling and creating a Wryn made out pure sound and light. In this state, Wryn is faster, stronger, and morphs her new form into the tools she needs rather than using her katana, guns, or other objects. This state is known as "Flash Wryn" and resembles the character Postmortem; at the cost of all stats being increased, the duration of the form drains faster than most Cipher's Imprint forms.	
: By holding down the B button, Wryn fires two pistols rapidly, a barrage of bullets spraying out for a second before the attack ends. If you're not in a good enough range near your foe, the bullets don't do anything; however, if the opponent is hit by the bullets, they do small chip damage which quickly racks up by the end of the attack. It's good for spacing and racking up damage, but can't be spammed quickly, especially if the attack is held down for as long as it can be and not used in short spurts.
: Wryn whips out an inactive Valentine-Bot and holds it up in front of her; if an opponent's attack lands, the bot is destroyed as Wryn follows it up with a single sword slash. Unlike the rest of her combo-building moveset, this attack does that single strike and lets Wryn trick an opponent at the last instant, using their confidence as a tool against them. However, her own confidence can be a weakness as well; if used too early, the shield doesn't work.
: Wryn's up special can be used three times at the cost of doing no real damage, launching her up into the air. The attack can be angled with the flick of the control stick, allowing Wryn to set up attacks at the cost of her being vulnerable when she dashes. She's able to lead into any other attack, giving her great combo setups or the ability to out-maneuver her opponent. Whether it be sliding across the ground or weaving through the air, Wryn's got options.
: Wryn picks up a tomato out of nowhere, now able to hold onto it at the cost of no other special being able to be used when holding it. When the move is used again, Wryn tosses the tomato straight into her opponent's face, doing solid stage while doing a few frames of stun damage that leave her foe open to further attacks. The tomato is easy to counter and references the crowds from BLEED 2, but can be easily countered or dodged.
: Wryn activates Bullet Time, slowing down her opponent as she runs for cover. In the background, something is falling from the sky; that something is an orb of pure energy that explodes into a cloud of black and white, acting like a nuclear explosion. The opponent is immediately caught in the blast and is turned into particles, Wryn reemerging from the rubble as she wipes her brow. The opponent just takes a ton of damage, the disintegration just being part of the cutscene.
: Wryn is forced to accept the power of Cipher's Imprint, her molecules disassembling and creating a Wryn made out pure sound and light. In this state, Wryn is faster, stronger, and morphs her new form into the tools she needs rather than using her katana, guns, or other objects. This state is known as "Flash Wryn" and resembles the character Postmortem; at the cost of all stats being increased, the duration of the form drains faster than most Cipher's Imprint forms.
The 60-Second Survivalist, MINIT 	
What was once a day in the life of Minit had turned into a never-ending loop of death every minute after the duck-lipped being picked up a cursed sword. After a mailman tells him to return it to the Sword Factory located on his home island, Minit must make progress within brief windows of 60 seconds, the work he’s done carrying over each time he dies. An unlikely hero, but if anyone is gonna stop the Sword Factory’s production of swords, it’s him!
Minit is a Power-Up character and is easily one of the most gimmick-based fighters in the whole roster. Besides being based on more out-there and nonsensical concepts, Minit comes with a single “Mini-Stock” next to his icon - by guarding and pressing B, Minit can use that stock and come back with a general boost to his power. He’s exceptionally lightweight and somewhat slow, giving players the choice to sacrifice a Mini-Stock in exchange for more power. The power of the Mini-Stock increases the longer it goes unused, but only refills every new round. Due to Minit’s slow speed, he can be easily taken advantage of in the heat of battle, but by utilizing your Mini-Stock correctly, Minit can reign victorious over the colorful cast of Bloodhaven.
Theme: Minit's Awakening (Minit)
: By pressing the B button, Minit calls upon a random NPC from the game to help him out - their text bubble acts as a one-hit projectile that stays in place above their head. The summon gets stronger as the Mini-Stock goes unused, the size of the text bubble signifying its strength. All NPCs are able to be found within Minit.
*Lowest Power: Land Fish, Eyepatch Guy.
*Medium Power: Shop Gator, Lighthouse Man.
*High Power: Store Loiterer, No-Legs Octopus.
*Highest Power: Postman, Sword Factory Owner.
: Minit slashes the Cursed Sword forwards, doing a single swipe of damage that is seemingly weak on the surface. After losing his Mini-Stocks, Minit is able to throw the sword like a long-reach boomerang if he charges the move. If he’s still charging the move, the player can angle the attack in front, behind, or above Minit, giving the sword a slow throwing speed with an obvious boost in utility and range.
: Minit simply...walks upwards as if he’s on a top-down plane. The attack does no damage in any of Minit’s forms, but acts as if Minit has equipped the running shoes from his home game, quickly dashing upwards before falling back down. Once falling, this is when Minit can attack, the initial start of the move being a way to dupe overeager opponents before bringing hell down upon them. Unorthodox and visually nutty, it fits Minit to a tee.
: Minit crumbles to the ground as if he’s died, a counter activating if an opponent hits him when the animation begins. At base power, a scorpion appears and does light damage to a foe. As Minit grows in power, the summon is different, growing from a scorpion to a crab to a hunter (the hunter doing ranged damage with their bow), and finally turning into a raging bull, the bull slamming into the fighter like a truck.
: Minit dies and is resurrected as a being made of Cursed Swords, his eyes glowing as his sinister new abilities take hold of him. The opponent is trapped in a flurry of swords that he launches out from all sides, repeatedly stabbing them before Minit explodes into a ball of pure light, ending the attack. While the implications of the attack is that Minit fell to evil, he more so fell to the Cursed Sword’s influence like the final boss of Minit did.
: Rather than Minit falling for Cipher’s Imprint, it’s actually the bull that is turned into a monster - a giant red eye flashes in the sky before the bull runs onto the stage. This attack functions like an enhanced version of the bull form of the down special, acting differently from every other Cipher’s Imprint. The bull, now angrier and massive, rams into their foe and slams them into the other side of the stage, thrusting them up into the air before collapsing. Minit is very confused by all of this.	
: By pressing the B button, Minit calls upon a random NPC from the game to help him out - their text bubble acts as a one-hit projectile that stays in place above their head. The summon gets stronger as the Mini-Stock goes unused, the size of the text bubble signifying its strength. All NPCs are able to be found within Minit.
*Lowest Power: Land Fish, Eyepatch Guy.
*Medium Power: Shop Gator, Lighthouse Man.
*High Power: Store Loiterer, No-Legs Octopus.
*Highest Power: Postman, Sword Factory Owner.
: Minit slashes the Cursed Sword forwards, doing a single swipe of damage that is seemingly weak on the surface. After losing his Mini-Stocks, Minit is able to throw the sword like a long-reach boomerang if he charges the move. If he’s still charging the move, the player can angle the attack in front, behind, or above Minit, giving the sword a slow throwing speed with an obvious boost in utility and range.
: Minit simply...walks upwards as if he’s on a top-down plane. The attack does no damage in any of Minit’s forms, but acts as if Minit has equipped the running shoes from his home game, quickly dashing upwards before falling back down. Once falling, this is when Minit can attack, the initial start of the move being a way to dupe overeager opponents before bringing hell down upon them. Unorthodox and visually nutty, it fits Minit to a tee.
: Minit crumbles to the ground as if he’s died, a counter activating if an opponent hits him when the animation begins. At base power, a scorpion appears and does light damage to a foe. As Minit grows in power, the summon is different, growing from a scorpion to a crab to a hunter (the hunter doing ranged damage with their bow), and finally turning into a raging bull, the bull slamming into the fighter like a truck.
: Minit dies and is resurrected as a being made of Cursed Swords, his eyes glowing as his sinister new abilities take hold of him. The opponent is trapped in a flurry of swords that he launches out from all sides, repeatedly stabbing them before Minit explodes into a ball of pure light, ending the attack. While the implications of the attack is that Minit fell to evil, he more so fell to the Cursed Sword’s influence like the final boss of Minit did.
: Rather than Minit falling for Cipher’s Imprint, it’s actually the bull that is turned into a monster - a giant red eye flashes in the sky before the bull runs onto the stage. This attack functions like an enhanced version of the bull form of the down special, acting differently from every other Cipher’s Imprint. The bull, now angrier and massive, rams into their foe and slams them into the other side of the stage, thrusting them up into the air before collapsing. Minit is very confused by all of this.
Nippon's Sun Goddess and Exorcist of Evil, AMATERASU
: Unlock Kamiki Village or buy in the shop.	
Once the ruler of the Celestial Plain, Amaterasu was forced to face the evil Orochi alongside the warrior Nagi 100 years ago, ending in her demise. 100 years later, the goddess is reincarnated once more when Orochi breaks free of his seal and threatens all of Nippon once more with their sinister powers. Knowing what she must do, Amaterasu teams up with a Poncle known as Issun and roams through the land, aiming to get rid of the eight-headed serpent's influence once more.
Amaterasu in Bloodhaven is an Ammo Character, as her big gimmick is that all of her specials require the use of ink, which depletes upon usage of it and refills slowly over time or when Ammy pulls off good combos. Her other attacks use her body or the Celestial Weapons she has such as reflectors, rosary whips, and glaives. Her ink must be used wisely, as misuse can lead to the opponent comboing you instead.
Theme: Crimson Helm, Begone! (Ōkami)
: Amaterasu howls as a single crescent-shaped image is drawn with black ink, performing an uppercut that thrusts whoever touches it upwards. While fast, it's obvious when Ammy is going to perform the attack and the attack itself isn't the strongest. However, it's relatively low ink consumption and potential for further combos makes it a good tool for the sun goddess to use when needed.
: Amaterasu calls upon a line of black ink, sketching it out before it turns into one of her many brush techniques. The attack can be guided but leaves Ammy wide open to other attacks, meaning that knowing what technique to use is key. Five of the techniques are available, those being:
*Sunrise: Draw a circle in the air to stun an opponent temporarily by creating a miniature sun. Situational and takes small amount of ink.
*Power Slash: Draw a straight line; the line does quick damage and can lead into combos. Fast but easy to block, uses moderate amount of ink.
*Bloom: Draw a circle on the ground to create a small flower-filled area that gives a small percent of your health back. Uses plenty of ink as a cost.
*Vine: Draw a line starting from the ground before going anywhere else to travel along a vine. Leaves you defenseless, good chunk of ink is used.
*Galestorm: Draw a spiral in the air to create a gust of wind that pushes your opponents backwards. Doesn't do any damage and uses plenty of ink.
: Amaterasu uses her powers to draw a straight line upwards with the use of blue Holy smoke; if this works, a geyser of water thrusts Ammy or her opponent up in the air, allowing for her to do damage or avoid being attacked. The geyser can be placed anywhere on the stage, but activates immediately and disappears almost immediately. Use it sparingly, as it uses plenty of ink.
: Amaterasu draws a circle with a line through it in midair, creating a Cherry Bomb that's about her size overall. The bomb takes a few seconds to explode and can be used in a "game of hot potato" in a sense, the bomb being able to be struck back and forth around the stage. The attack isn't the strongest and uses a good amount of ink, but the explosion is good for leading into stronger brush techniques.
: Amaterasu draws a lightning bolt in the air, causing the opponent to be struck by lightning. A cutscene begins where the opponent is suspended from the lightning before Amaterasu uses all of her most powerful brush techniques. Starting with Inferno before going to Thunderstorm and finally ending in Blizzard, Amaterasu finishes the attack with a swing from one of her glaives, doing massive damage.
: Amaterasu rejects the temptation of Cipher's Imprint, instead turning into her powerful Shiranui form from 100 years ago. In this state, her ink-based attacks don't drain as fast, she gains additional speed at the cost of handling, and she's an overall stronger beast. Her defense stays the same, meaning that getting hits in should deal the same amount of damage, but taking down Shiranui is going to be a pretty godly task.	
: Amaterasu howls as a single crescent-shaped image is drawn with black ink, performing an uppercut that thrusts whoever touches it upwards. While fast, it's obvious when Ammy is going to perform the attack and the attack itself isn't the strongest. However, it's relatively low ink consumption and potential for further combos makes it a good tool for the sun goddess to use when needed.
: Amaterasu calls upon a line of black ink, sketching it out before it turns into one of her many brush techniques. The attack can be guided but leaves Ammy wide open to other attacks, meaning that knowing what technique to use is key. Five of the techniques are available, those being:
*Sunrise: Draw a circle in the air to stun an opponent temporarily by creating a miniature sun. Situational and takes small amount of ink.
*Power Slash: Draw a straight line; the line does quick damage and can lead into combos. Fast but easy to block, uses moderate amount of ink.
*Bloom: Draw a circle on the ground to create a small flower-filled area that gives a small percent of your health back. Uses plenty of ink as a cost.
*Vine: Draw a line starting from the ground before going anywhere else to travel along a vine. Leaves you defenseless, good chunk of ink is used.
*Galestorm: Draw a spiral in the air to create a gust of wind that pushes your opponents backwards. Doesn't do any damage and uses plenty of ink.
: Amaterasu uses her powers to draw a straight line upwards with the use of blue Holy smoke; if this works, a geyser of water thrusts Ammy or her opponent up in the air, allowing for her to do damage or avoid being attacked. The geyser can be placed anywhere on the stage, but activates immediately and disappears almost immediately. Use it sparingly, as it uses plenty of ink.
: Amaterasu draws a circle with a line through it in midair, creating a Cherry Bomb that's about her size overall. The bomb takes a few seconds to explode and can be used in a "game of hot potato" in a sense, the bomb being able to be struck back and forth around the stage. The attack isn't the strongest and uses a good amount of ink, but the explosion is good for leading into stronger brush techniques.
: Amaterasu draws a lightning bolt in the air, causing the opponent to be struck by lightning. A cutscene begins where the opponent is suspended from the lightning before Amaterasu uses all of her most powerful brush techniques. Starting with Inferno before going to Thunderstorm and finally ending in Blizzard, Amaterasu finishes the attack with a swing from one of her glaives, doing massive damage.
: Amaterasu rejects the temptation of Cipher's Imprint, instead turning into her powerful Shiranui form from 100 years ago. In this state, her ink-based attacks don't drain as fast, she gains additional speed at the cost of handling, and she's an overall stronger beast. Her defense stays the same, meaning that getting hits in should deal the same amount of damage, but taking down Shiranui is going to be a pretty godly task.
The Thriller of the Australian Outback, LORD RAPTOR
: Unlock Forever Torment or buy in the shop.	
Once an up and coming rock star, Zabel Zarock had an interest in the dark arts and put it to the test when he killed not only himself, but also 100 of his loyal fans during one of his many concerts. Noticed by the demon Ozom, Zabel was reborn as a zombie, going by his stage name of Lord Raptor, that was even more powerful...but it wasn't enough for the living corpse. Now with a demon known as Le Malta by his side, he seeks to absorb the power of the Darkstalkers and gain total power. The mouth on his chest isn't just for show; truly, Raptor is hungry for power.
Lord Raptor is a Hit & Run fighter, meaning that he excels at getting in, attacking, and getting out as soon as he can. He's fast and does good damage, but his frail frame gives him relatively weak defense compared to the rest of the cast. While his side and down specials are references to moves he can use from the Darkstalkers series, the neutral and up specials (Hell Punch and Straw-Grasper respectively) are all new for Bloodhaven, giving the undead king of rock a unique feel to this game and this game alone.
Theme: Kickstart My Heart (Mötley Crüe)
: Lord Raptor cackles as Le Malta juts out from behind him, his body morphing into a single large fist that does one hit. If the player is able to angle the control stick right before the punch, Le Malta launches at a higher or lower angle, propelling Raptor backwards slightly if it's the latter. The attack is good for starting combos, but doesn't do much damage on it's own; use it to throw your foes off guard.
: Lord Raptor spins around erratically, his body twisting and turning as he moves across the stage before landing down on his feet. "Death Hurricane" can be activated in the air, propelling Raptor downwards instead of upwards. The move is mainly useful in how it gets opponents away from you while also dealing plenty of damage, although using it recklessly can result in your demise.
: Lord Raptor throws his guitar in the air...only his arm goes with it, the bones dragging the rest of the body along with him. The arc has Raptor crash into the ground, doing a single strong hit of damage as his arm reattaches to his body. While not the best at starting combos, the damage it does do and the fast arc that the zombie travels in make this move one that's best used to end a match.
: Lord Raptor calls upon his demon friend, Le Malta, the frog-like being swallowing the zombie and disappearing into the floor. No matter where Raptor is, he always pops back up right behind his opponent, but does no damage when he reappears; if anything, Raptor has to outsmart his opponent and get damage in, as they'd know where he'll appear. If the player knows what they're doing, "Hell Gate" can lead into good combo potential.
: Lord Raptor dashes forwards and tosses his opponent into the sky before a cutscene begins; now airborne, Raptor grabs them by the sides and heads straight down to Earth, catching on fire becoming slamming them into Le Malta, who is now in the shape of a basketball hoop. The force of the attack is so strong that the opponent keeps tunneling into the ground, reaching the fiery pits of Makai as Lord Raptor wipes sweat off of his brow.
: Lord Raptor immediately gains Cipher's Imprint and transforms into Warlord Raptor, an alternate version of the character who's become the king of Makai. With this new boost in power, Raptor is even faster, packs a meaner punch, and gains a new variation of Death Hurricane; Death Voltage, which gives the attack electric properties. Despite this boost, Raptor is still relatively weak defense-wise and isn't an insurmountable threat like he thinks he is.	
: Lord Raptor cackles as Le Malta juts out from behind him, his body morphing into a single large fist that does one hit. If the player is able to angle the control stick right before the punch, Le Malta launches at a higher or lower angle, propelling Raptor backwards slightly if it's the latter. The attack is good for starting combos, but doesn't do much damage on it's own; use it to throw your foes off guard.
: Lord Raptor spins around erratically, his body twisting and turning as he moves across the stage before landing down on his feet. "Death Hurricane" can be activated in the air, propelling Raptor downwards instead of upwards. The move is mainly useful in how it gets opponents away from you while also dealing plenty of damage, although using it recklessly can result in your demise.
: Lord Raptor throws his guitar in the air...only his arm goes with it, the bones dragging the rest of the body along with him. The arc has Raptor crash into the ground, doing a single strong hit of damage as his arm reattaches to his body. While not the best at starting combos, the damage it does do and the fast arc that the zombie travels in make this move one that's best used to end a match.
: Lord Raptor calls upon his demon friend, Le Malta, the frog-like being swallowing the zombie and disappearing into the floor. No matter where Raptor is, he always pops back up right behind his opponent, but does no damage when he reappears; if anything, Raptor has to outsmart his opponent and get damage in, as they'd know where he'll appear. If the player knows what they're doing, "Hell Gate" can lead into good combo potential.
: Lord Raptor dashes forwards and tosses his opponent into the sky before a cutscene begins; now airborne, Raptor grabs them by the sides and heads straight down to Earth, catching on fire becoming slamming them into Le Malta, who is now in the shape of a basketball hoop. The force of the attack is so strong that the opponent keeps tunneling into the ground, reaching the fiery pits of Makai as Lord Raptor wipes sweat off of his brow.
: Lord Raptor immediately gains Cipher's Imprint and transforms into Warlord Raptor, an alternate version of the character who's become the king of Makai. With this new boost in power, Raptor is even faster, packs a meaner punch, and gains a new variation of Death Hurricane; Death Voltage, which gives the attack electric properties. Despite this boost, Raptor is still relatively weak defense-wise and isn't an insurmountable threat like he thinks he is.
The Heroine of the Western Isles, ECHIDNA
: Unlock the Western Isles or buy in the shop.	
When Roy and his army arrived in the Western Isles, many a new face was met, including the leader of an anti-Etrurian rebellion named Echidna. A proficient axe wielder and dubbed the Unyielding Idealist, Echidna teams up with the hero in order to take the Etrurian forces down, freeing her people. Echidna then decides to keep going with the army and participates in the war against Zephiel, helping to defeat the mad king before returning home and forming the Western Union, fully liberating her people and becoming a legend once and for all.
In Bloodhaven, Echidna is a Pressurer, wielding her Killer Axe and using her great up-close attacks to make up for her utter lack of anything projectile-based. Echidna comes with an EXP meter from Fire Emblem: The Binding Blade, the meter filling up when she does consistent strings of attacks. Once filled, Echidna "levels up," giving her a small boost in attack in defense. The meter can fall if Echidna isn't careful, however; if she's hit too much without defending or attacking, she'll lose her buffs and must work to earn them back.
Theme: Beyond the Distant Skies (Fire Emblem: The Binding Blade)
: Echidna quickly spins her axe around in her hand, juggling opponents slightly before the attack ends. While only truly useful when close to a foe, it throws them behind Echidna and is able to lead into other attacks. Like other attacks, it's easy to tell when it's used and can be punished, but landing it rewards the player with damage and making the opponent look like a fool.
: Echidna thrusts her axe behind her before quickly dashing forwards, slamming into opponents who aren't wary. The move is easy to predict and Echidna locks herself in whatever direction she's facing during it, but if used at the right time, the attack can end a match due to it's sheer strength.
: Echidna leaps up into the air and moves herself slightly in the direction she's facing before slamming down on the ground, doing massive damage if she lands right on top of an opponent. The attack is strong and heavy, but leaves her wide open in the air and is easily telegraphed. It can knock opponents away on the ground, however, allowing Echidna to make a hasty retreat before heading back it.
: Echidna poses in a "steady stance" and blocks an oncoming attack with her axe. Rather than this counter doing any damage, it instead pushes the assailant back slightly and gives Echidna a slight defense boost for a few seconds, allowing her to take less damage overall. While easy to see coming and easy to punish if she uses it too early, the attack is a good way to punish your opponent for their mistake.
: Echidna tosses her axe forwards like a boomerang, initiating a cutscene. The opponent is slammed onto a field before Echidna is seen falling from the sky, landing their axe right in the middle of the opponent. As a wave of dust is kicked up from the impact, we see a crowd of Western Islanders cheering for their leader. If the opponent is K.O.'d during this attack, the victory screen is replaced by the crowd cheering.
: Echinda refuses to give in to Cipher's Imprint, manipulating it's power to reach her maximum level instead. In this state, Echidna's speed and attack are at their highest, giving her the opportunity to fight at full strength; her defense doesn't increase at all, however, along with her overall weight increasing, meaning that she has to try harder to get in. The rewards for doing so are even bigger than before.	
: Echidna quickly spins her axe around in her hand, juggling opponents slightly before the attack ends. While only truly useful when close to a foe, it throws them behind Echidna and is able to lead into other attacks. Like other attacks, it's easy to tell when it's used and can be punished, but landing it rewards the player with damage and making the opponent look like a fool.
: Echidna thrusts her axe behind her before quickly dashing forwards, slamming into opponents who aren't wary. The move is easy to predict and Echidna locks herself in whatever direction she's facing during it, but if used at the right time, the attack can end a match due to it's sheer strength.
: Echidna leaps up into the air and moves herself slightly in the direction she's facing before slamming down on the ground, doing massive damage if she lands right on top of an opponent. The attack is strong and heavy, but leaves her wide open in the air and is easily telegraphed. It can knock opponents away on the ground, however, allowing Echidna to make a hasty retreat before heading back it.
: Echidna poses in a "steady stance" and blocks an oncoming attack with her axe. Rather than this counter doing any damage, it instead pushes the assailant back slightly and gives Echidna a slight defense boost for a few seconds, allowing her to take less damage overall. While easy to see coming and easy to punish if she uses it too early, the attack is a good way to punish your opponent for their mistake.
: Echidna tosses her axe forwards like a boomerang, initiating a cutscene. The opponent is slammed onto a field before Echidna is seen falling from the sky, landing their axe right in the middle of the opponent. As a wave of dust is kicked up from the impact, we see a crowd of Western Islanders cheering for their leader. If the opponent is K.O.'d during this attack, the victory screen is replaced by the crowd cheering.
: Echinda refuses to give in to Cipher's Imprint, manipulating it's power to reach her maximum level instead. In this state, Echidna's speed and attack are at their highest, giving her the opportunity to fight at full strength; her defense doesn't increase at all, however, along with her overall weight increasing, meaning that she has to try harder to get in. The rewards for doing so are even bigger than before.
The Ex-SOLDIER Way Past His Limits, CLOUD
: Unlock Midgar or buy in the shop.	
Formerly a member of SOLDIER, Cloud Strife joined the eco-terrorist group AVALANCHE after becoming a mercenary for hire. Witnessing the death of his best friend, Zack Fair, Cloud is seemingly indifferent to the situation at hand before growing to care about the friends he makes along his journey, including Tifa, Aerith, Barret, Yuffie, Cid, and more. Learning more about his memories and himself, he grows to despise the villainous Sephiroth and his plans of worldwide destruction, facing off against him at the end of his journey and going off on his own journey.
Cloud is a Stance fighter, meaning that he has multiple ways to be played. Rather than a Limit Meter like in Super Smash Bros., Cloud comes equipped with a down special that gives him Materia, completely altering his other three specials and his playstyle. Without Materia, Cloud is a heavy close-range fighter with an emphasis on getting in and doing damage, while with Materia, Cloud is a projectile-based magic user who relies on an MP meter, giving players two play styles in one character. With two unique movesets, Cloud is ready to mosey into battle!
Theme: Final Fantasy Battle Medley (Final Fantasy)
: Cloud activates Cross Slash via a press of the B button, doing a single slash if pressed once. The B button can be held down, allowing Cloud to execute five slashes back to back that rack up damage considerably but ground him even further and don't allow him to move until the attack is over. When an opponent is consistently hit by the slashes, they're launched backwards away from Cloud as to give them a fighting chance.
: Cloud activates Ice2, launching a slow-moving ice projectile forwards. Low in speed and easy to dodge, it gives the target a freeze/stun effect if it hits a foe that Cloud can use for combo potential. It's good for when opponent is right next to Cloud and he needs to get pressure off of him and onto his opponent, giving him a good get-out option.
: Cloud activates Sonic Break, causing him to dash forwards while slashing the Buster Sword up into the air. If the attack connects, the opponent is launched up into the sky, giving Cloud the chance to continue attack while making him vulnerable if the opponent outsmarts them. The move is strong, but comes with plenty of endlag and punishment if Cloud is too cocky, forcing the player to use it at just the right time.
: Cloud activates Flare, a non-damaging projectile that starts off small and moves across the stage at a steady pace. Cloud is able to control when Flare detonates by inputting side special again, the projectile erupting into small fireworks that almost lock an opponent in place. The move sets up Cloud to do more damage overall, but can be avoided and telegraphed easily; however, when your foe is hit, they're in for a world of hurt.
: Cloud activates Climhazzard, gripping the Buster Sword and leaping up into the air before slamming back down on the ground or his opponent. The move only moves his upwards and gives him little to no horizontal momentum, but can carry opponents into the air and allow for combos if Cloud chooses to cancel the move's slamming property. This can leave him open to other attacks, but provides him with good aerial pressure.
: Cloud activates Comet, a move that launches a projectile from above while removing Cloud's automatic air entry, Climhazzard. The comet comes in at a 45 degree angle and does good damage, its telegraphed pattern making it good for launching opponents into. It covers a portion of the air and the ground as it gets closer, making the opponent think on their feet despite the seemingly predictable path.
: Cloud stops and implants Materia into his Buster Sword, completely altering the rest of his specials and his Cipher's Imprint. With a Materia-based moveset, Cloud now focuses on long-ranged spell-based combat that's tied to an MP meter, meaning that Cloud isn't able to spam his most potent attacks. Being a full on magic user doesn't alter the rest of his moveset, but his specials give the ex-SOLDIER a completely different vibe to the rest of the crew.
: Cloud activates his level 4 Limit Break, Omnislash...only for the attack to lead into a cutscene. Titled All the Bravest, the cutscene features every single protagonist from the mainline Final Fantasy titles coming together to deliver a beatdown on their opponent before Cloud leaps back in to finish his Omnislash, doing a world of hurt to his target. Characters like Noctis, Terra, Lighting, Tidus, and Zidane pull off their signature attacks alongside everyone else, making it quite the spectacle.
: Cloud falls under Cipher's Imprint and morphs into his Kingdom Hearts appearance, dubbed the One Winged Angel. In this more aggressive state, Cloud's physical attacks are buffed and he can string combos easier, but his speed is lowered and his defense stays the safe, creating a sort of glass cannon that hits hard but can be hit just as hard. In this state, Cloud cannot access his Materia moveset, temporarily leaving him in this heavy-sword moveset.
: Cloud falls under Cipher's Imprint and transforms into an entirely new form that resembles bits and pieces of Sephiroth and Aerith, enhancing his magical abilities and lowering the draining of his MP meter. Cloud has full control of his magical abilities in this state, giving him a greater range while keeping his speed and defense the same. Like his other Cipher's Imprint form, he cannot use alter his moveset and remove the Materia, locking him in the magic-based kit.	
: Cloud activates Cross Slash via a press of the B button, doing a single slash if pressed once. The B button can be held down, allowing Cloud to execute five slashes back to back that rack up damage considerably but ground him even further and don't allow him to move until the attack is over. When an opponent is consistently hit by the slashes, they're launched backwards away from Cloud as to give them a fighting chance.
: Cloud activates Ice2, launching a slow-moving ice projectile forwards. Low in speed and easy to dodge, it gives the target a freeze/stun effect if it hits a foe that Cloud can use for combo potential. It's good for when opponent is right next to Cloud and he needs to get pressure off of him and onto his opponent, giving him a good get-out option.
: Cloud activates Sonic Break, causing him to dash forwards while slashing the Buster Sword up into the air. If the attack connects, the opponent is launched up into the sky, giving Cloud the chance to continue attack while making him vulnerable if the opponent outsmarts them. The move is strong, but comes with plenty of endlag and punishment if Cloud is too cocky, forcing the player to use it at just the right time.
: Cloud activates Flare, a non-damaging projectile that starts off small and moves across the stage at a steady pace. Cloud is able to control when Flare detonates by inputting side special again, the projectile erupting into small fireworks that almost lock an opponent in place. The move sets up Cloud to do more damage overall, but can be avoided and telegraphed easily; however, when your foe is hit, they're in for a world of hurt.
: Cloud activates Climhazzard, gripping the Buster Sword and leaping up into the air before slamming back down on the ground or his opponent. The move only moves his upwards and gives him little to no horizontal momentum, but can carry opponents into the air and allow for combos if Cloud chooses to cancel the move's slamming property. This can leave him open to other attacks, but provides him with good aerial pressure.
: Cloud activates Comet, a move that launches a projectile from above while removing Cloud's automatic air entry, Climhazzard. The comet comes in at a 45 degree angle and does good damage, its telegraphed pattern making it good for launching opponents into. It covers a portion of the air and the ground as it gets closer, making the opponent think on their feet despite the seemingly predictable path.
: Cloud stops and implants Materia into his Buster Sword, completely altering the rest of his specials and his Cipher's Imprint. With a Materia-based moveset, Cloud now focuses on long-ranged spell-based combat that's tied to an MP meter, meaning that Cloud isn't able to spam his most potent attacks. Being a full on magic user doesn't alter the rest of his moveset, but his specials give the ex-SOLDIER a completely different vibe to the rest of the crew.
: Cloud activates his level 4 Limit Break, Omnislash...only for the attack to lead into a cutscene. Titled All the Bravest, the cutscene features every single protagonist from the mainline Final Fantasy titles coming together to deliver a beatdown on their opponent before Cloud leaps back in to finish his Omnislash, doing a world of hurt to his target. Characters like Noctis, Terra, Lighting, Tidus, and Zidane pull off their signature attacks alongside everyone else, making it quite the spectacle.
: Cloud falls under Cipher's Imprint and morphs into his Kingdom Hearts appearance, dubbed the One Winged Angel. In this more aggressive state, Cloud's physical attacks are buffed and he can string combos easier, but his speed is lowered and his defense stays the safe, creating a sort of glass cannon that hits hard but can be hit just as hard. In this state, Cloud cannot access his Materia moveset, temporarily leaving him in this heavy-sword moveset.
: Cloud falls under Cipher's Imprint and transforms into an entirely new form that resembles bits and pieces of Sephiroth and Aerith, enhancing his magical abilities and lowering the draining of his MP meter. Cloud has full control of his magical abilities in this state, giving him a greater range while keeping his speed and defense the same. Like his other Cipher's Imprint form, he cannot use alter his moveset and remove the Materia, locking him in the magic-based kit.
==Stages==
Bloodhaven has a total of 60 stages overall: 50 normal and 10 for the Beat 'Em Up! mode. Below is a list of all stages, each separated by their classification.
===Normal Stages===
There are 50 normal stages in Bloodhaven, 21 being unlocked from the start. While the first 42 correlate with one of the many playable characters, the last 8 are entirely disconnected from any playable representative and instead represent series that have none; as such, they're even more wild in terms of choices, but lack the bonuses that other stages would have when you play as their character.
POLYNEUX MIDDLE SCHOOL 	
Polyneux Middle School sees you fight in the cafeteria of the establishment which has been seen across multiple episodes of the show. The front layer is the tiled floor of the cafeteria while the second one has fighters jump to the dirty tables that students eat on. The scenery is made to resemble the show's sketchy art style, each background character following the same idea. Characters like Socks, Mitch, and Cubey are seen viewing the fight, Shannon seems neutral to the whole conflict, and the Yogmans are making attempts to foil the fight...although to little success.
When playing as Robot Jones, Socks, Mitch, and Cubey cheer you on from the seats of the lunch tables.
UPPER BRINSTAR 	
Upper Brinstar is set within the depths of the planet Zebes, known to be one of the many homes of the Space Pirates. Dark, filled with acid pools that'd kill any normal being, and covered in plant life, you fight on a grassy plane atop of purple rocks set in front of the caverns. Spore Spawn is seen in the background, sitting idly as the battle goes on in front of it.. The second layer is all rock with Geemers, Kihunters, Cacatacs, and a lone Metroid watching the fight. This layer is set below Spore Spawn's lair, so the screeches of the creature are heard above.
When playing as Ridley, Spore Spawn will be engaged in a fight with Samus Aran, one of the two falling when the match ends.
LOST WORLD 	
Deep below Crocodile Isle is the Lost World, the source of its power and a prized possession of the Kremling armada. The fight is set in front of the Kremling-shaped volcano, places like Fiery Furnace and Black Ice Battle being clearly noticeable in the background. The first layer is set in front of Klubba's toll booth as the burly Kremling sits in the background while the second layer is set deeper in the area covered in deep green trees. The light emanating from the volcano changes color depending on who wins; red for player 1 and blue for player 2.
When playing as King K.Rool, Klubba will be seen bargaining with Diddy and Dixie, the two being constantly distracted by the fight.
GLOOM MANOR 	
Gloom Manor is the estate of the three raven brothers, Edgar, Allen, and Poe and home to Ruby and her friends, being large and filled with various ways to go from room to room. The fight takes place near the living room, a burning fireplace and multiple chairs in the background. That acts as the second layer while the first layer is set ahead of the manor's front doors, visible staircases in the background and a wooden floor acting as your arena. Boo Boo the ghost and Scaredy Bat constantly spectate the brawl, traveling with you between both layers.
When playing as Ruby Gloom, Skull Boy, Frank & Len, Misery, and Iris cheer you on from the back and look defeated if she loses.
THE LOUD HOUSE 	
The Loud House is the home of Lynn Loud Sr., Rita Loud, and their 11 children; 10 girls, 1 boy. The fight takes place on the lawn of the house, some of the Louds sitting on the porch watching the fight occur. The second layer takes place on that porch, causing the Louds of peak out from the curtains from behind the windows. The house's exterior changes depending on the season, switching between summer, fall, winter, and spring to give the stage some more variety.
When playing as Luna Loud, the Loud family will be cheering you on from the house, not running away and giving Luna a unique victory animation if she wins.
VIB-RIPPLE 	
Vib-Ripple takes fighters out of the black and white world of the original Vib-Ribbon and onto a trampoline-like area in a floating pink void. Layer one is the wall of a second trampoline while the second layer is the inside of the it, the bouncy part being stationary exclusively for the fight. When not playing as Vibri, she appears in the background on her very own trampoline, collecting Peta (pet-uh) Characters in time with whatever song the stage is playing. In addition, the game looks into your system's photo album to pull up photos to place on the trampoline.
When playing as Vibri, the Peta Characters will be spinning around above her trampoline to the beat of the music, Boonchies taking Vibri's place.
TOWER OF ARROGANCE 	
Tower of Arrogance, in reality, is just a boring skyscraper...that you happen to be fighting on the outer walls of. The front layer is on top of a few light-filled windows, while the back layer is set in front of a helicopter, the blades creating a gust of wind that allows parts of a fighter to blow in the wind. Characters like Morrigan and Demitri can be seen fighting in the back and both are tied to one of the two fighters; if player 1 falls, Morrigan does as well, while the same is true for player 2 and Demitri. Morrigan and Demitri can be swapped out for Rikuo, Felicia, Sasquatch, or Jedah.
When playing as B.B. Hood, the city below seems to be experiencing a monster invasion, the helicopter clearly visible on the streets below as the stage takes on an orange tint.
LAST TRAIN TO ALBUQUERQUE	
Last Train to Albuquerque is Terry's home stage in the early Fatal Fury games, taking place on a moving train in Albuquerque. This stage adds a second train to the background as the second layer, allowing fighters to jump between the fast-moving action of the train. Mount Rushmore is visible as the train makes its journey, prominent Fatal Fury characters like Terry, Geese, Mai, Kim, Andy, and Joe visible in the background as you and your opponent fight. The stage also follows a real-time clock, changing the time of day depending on your system's time.
When playing as Rock Howard, all characters are replaced with those from Garou: Mark of the Wolves; in addition, Terry takes on his design from the game.
LUMIOSE CITY 	
Lumiose City is set in the landmark city of the Kalos region, having fighters duel in front of Prism Tower. The front layer is set in front of the tower in the middle of the streets right between the Vert and Bleu Plaza, Gogoats and other Pokémon from all over the world being visible in the back. The back layer takes place right in front of the tower with millions of trainers skating by and even more Pokémon running around freely. This stage runs on an internal timer, making it so it goes from daytime to nighttime over the course of the match.
When playing as Hoopa, the sky is filled with ring-like portals that let many Legendary and Mythical Pokémon through; in addition, giant Pokémon now rest on Prism Tower, roaring at each other.
NEW DETROIT ROOFTOPS 	
New Detroit Rooftops takes place on top of the first level of BLEED 2, Valentine's airship visible in the background. The first layer is on top of the glass walkway near the end of the level, fighters duking it out within it before shattering the glass when they jump to the rooftops which act as the second layer. The rooftops are based on the area near Wryn's apartment, cars driving down in the streets below. If you aren't playing as her, the Rival, Hazel, Clawed Girl, and White MK I are seen fighting the Bazooka Invaders in the background.
When playing as Wryn, all four of them will be cheering you on from the background, holding up flags and banners to support their best friend.
MINIT'S ISLAND 	
A black and white paradise, Minit's Island can cycle through five different backgrounds randomly when you start a match - in order, they're Minit's house, Alarming Swamp, Sabasaba Desert, Island Resort, and Sword Factory. The layers are all black and white and made from pixels, but the overall details and cameos change depending on which part of the island you get. The one character who's always present is the Mailman, watching the battle from afar and appearing in different places even in the same backdrop.
When playing as Minit, the Mailman will try to tell Minit to return his Cursed Sword to the factory if he gets close. If Minit summons the Mailman, the Mailman in the back of the stage will disappear while he's on stage.
KAMIKI VILLAGE 	
Kamiki Village takes place in the titular village from Ōkami, the large Konohana tree visible in the background as it's pink flowers shine against the blue sky. The first layer is on a grassy path in front of Mr. Orange's platform, the second layer taking place on the ornate wooden deck. The first layer provides a view of the tree, while the second layer gives fighters a full view of the village below; almost all of the villagers from the game can be seen running around, enjoying a peaceful time in the village. Ōkami's gorgeous art style is present throughout the entire stage.
When playing as Amaterasu, the time has shifted to night and the moon illuminates the battlefield; if Amaterasu wins, the sun immediately replaces the moon and makes it daytime.
In order to unlock Kamiki Village, you must win 15 battles with Rock Howard or unlock it in the shop, leading to unlocking Amaterasu.
FOREVER TORMENT 	
Forever Torment is one of the many seemingly random locations from Darkstalkers 3, being the home stage of Lord Raptor and Victor von Gerdenheim. The plane you fight on in Darkstalkers 3 is now the second layer, taking place near a bloodstained guillotine where a warrior once met his grisly fate. The first layer, however, takes place on a rainy castle balcony original to Bloodhaven, lightning illuminating the otherwise grim stage. In the second layer, the ghost of Emily von Gerdenheim can be seen when the lightning flashes...interesting.
When playing as Lord Raptor, Victor, the skeleton of Prof. von Gerdenheim, and Emily are sitting together in the second layer peacefully.
In order to unlock Forever Torment, you must play on Tower of Arrogance 15 times, win as B.B. Hood 10 times, or unlock it in the shop, leading to unlocking Lord Raptor.
THE WESTERN ISLES 	
The Western Isles is set in front of the caves where the legendary Armads axe is located, poisonous gas seeming to leak through it. The front layer takes place on the field in front of the cave, yellowed grass blowing in the wind as the fighters duke it out. The back layer takes place within the front of the caves, Armads being visible alongside plenty of treasure chests in the back. Despite the presence of the gas, the fighters aren't harmed by it; in fact, Roy's forces and other characters from The Binding Blade are seen fighting or walking through the cave.
When playing as Echidna, Hector is seen fighting Kain's forces in the back of the second layer, the sounds of the fight being heard in the first layer.
In order to unlock the Western Isles, you must play on Lost World 7 times, or unlock it in the shop, leading to unlocking Echidna.
MIDGAR, SECTOR 1 	
Midgar, Sector 1 takes place in the dystopian city of the same name, the home of the Shinra Electric Power Company in the center. The front layer takes place on the boarding platform in front of the train from the opening mission whereas the back layer takes place inside that same train. The boarding platform features some of Cloud's party members duking it out with Shinra forces, the chosen three alternating randomly with each time the stage is chosen. The layout of the sector is altered from the games slightly as Shinra's headquarters are visible in the background.
When playing as Cloud, the remaining party members are now actively paying attention to the battle and perform their victory animations if Cloud win.
In order to unlock Midgar, you must defeat both the Behemoth and the Chocobo Eater, fight on Inkopolis Square and New Detroit Rooftops 7 times for each, or unlock it in the shop, leading to unlocking Cloud.
THE SHRINE OF WORSHIP 	
The center of the Forbidden Lands, the Shrine of Worship can be seen nearly everywhere in the game as it stands tall against the darkened skies. The first layer takes place in the hall of idols, dull sunlight crashing through to the second layer, which takes place in front of the altar. While seemingly devoid of life, Wander and Dormin can be seen in at specific times, although not in the same place. Depending of the music that plays, one of the many colossi can be seen through the open windows in the second layer off in the distance.
In order to unlock the Shrine of Worship, you must beat Boss Rush once, take down Ridley 16 times, or unlock it in the shop.
INKOPOLIS SQUARE 	
Inkopolis Square is the main hub in Splatoon 2 where all fresh-blooded squid (and octo) kids hang out. Home of the Splatfest, the stage alters depending on the time of day; in the day, the layers take place in the middle of the plaza before going to the base of the tower, Inklings and Octolings all watching the fight. At night, the second layer takes place in a crowd of dancing kids as Off the Hook perform their hit music at this month's Splatfest. The Splatfest changes depending on who's fighting who, the team belonging to whoever won cheering once they do so.
In order to unlock Inkopolis Square, you must play on Lumiose City 15 times, win as Vibri 20 times, or unlock it in the shop.
BOG EASY 	
Bog Easy acts as the temporary home to the Lonesome Ghosts in Wasteland, the ghosts scared away from the Lonesome Manor due to the angry Pipe Organ. The first layer takes place in front of a sunken steamboat, a few lone Gremlins seen sneaking around in the tall grass and viewing the fight. The second layer is on that same steamboat as the three Lonesome Ghosts holler and hoot at the chaos in front of them, sinking into the boat once that match as ended. There's indications of both Paint and Thinner around the area, implying that someone has already been here...
In order to unlock Bog Easy, you must play on Gloom Manor 20 times, successfully bargain with Bill Cipher three times, or unlock it in the shop at full price.
GREG’S DIARY 	
Greg’s Diary takes place inside the pages of the diary of the wimpy kid himself, Greg Heffley. The aesthetics of the layer are different every time, but they function the same and always feature the Heffley family alongside an assortment of side characters from the book series. Greg is always documenting the fight, but whether it be Rowley, Manny, Rodrick, Fregley, or other characters, he's always interrupted by the background chaos. Characters have visible shadows against the lined pages, giving them the appearance of paper cutouts.
In order to unlock Greg's Diary, you must complete Beat Em' Up! 5 times, beat Luna Loud 15 times, or unlock it in the shop.
===Beat 'Em Up! Stages===
Below is a list of 8 out of the planned 10 stages available for the Beat 'Em Up! mode, spanning various different series. Each stage is a collection of assets that are either present in Story mode or made exclusively for this mode. All are unlocked by default, but new assets are added by progressing further in either this mode or Story mode.
METRO CITY, U.S.A. 	
Metro City, U.S.A. takes place in the city of the same name from the Final Fight series, showcasing different aspects and locations from different games. It's mostly a straight path to Metro City Bay Area with Mad Gear members like Poison, Rolento, Philippe, and Edi E. trying to stop your progress. Mike, Guy, Cody, and Maki are seen in key areas of the map, duking it out with their own bosses in the background like Damned and Sodom. The end sees you stand in front of the bay area as the sun sinks into the sky behind the players.
If the stage boss option is enabled, players will fight Abigail.
YELLOW BRICK ROAD 	
The Yellow Brick Road sees fighters start in Munchkinland before being sent on their way across Oz, passing iconic locations from the film. Once the fighters end up in the Emerald City, they go straight for the Wicked Witch's Castle before returning to the Wizard himself, the level ending in the final room. Unique enemies include the Flying Monkeys and the sinister Trees with Dorothy, the Scarecrow, the Tin Man, the Lion, and the Gilda the Good Witch visible all throughout the stage.
If the stage boss option is enabled, players will fight the Wicked Witch of the West.
STRANDED SHIP 	
Stuck in an arctic freeze, the Stranded Ship takes players on a journey through wooden scraps that were once a mighty sea vessel, navigating over icy pathways and bottomless pits via the creation of rainbow bridges. Enemies such as Rungstriders, Icedrakes, and Hoppicles will make the journey to Polar Knight a challenge, making the stage's slippery and treacherous terrain their playground. Shovel Knight and other members of the Order of No Quarter are seen in the background, duking it out as their shadows are projected onto the ice-cold cave walls.
If the stage boss option is enabled, players will fight Polar Knight.
ISAAC'S BASEMENT 	
Isaac's Basement is a hellish landscape with randomly chosen enemies and background elements each time the stage is chosen. The path of the end of the level takes you through room after room of demonic horrors, fighting your way through Globins, Wall Creeps, Spiders, Grubs, swarms of flies, and more. Isaac, Eve, Azazel, Lilith, Cain, Eden, and other protagonists are seen in the background, navigating the rooms you stand opposite of and collecting treasures. When you reach the end, the protagonist will be fighting Larry Jr. in the opposite room, beating the boss once you beat yours.
If the stage boss option is enabled, players will fight Monstro.
STEAMBOAT WILLIE 	
Steamboat Willie is actually an amalgamation of many classic Mickey Mouse cartoons, beginning on the titular steamboat before transitioning to Plane Crazy, the Barn Dance, and Barnyard Olympics. Each phase brings in aspects from their respective toons, unique enemies and background elements being filmed throughout. The stage ends with a transitioning into the stage from Get A Horse!, Mickey running inbetween the black and white world of the film reel and the colorful stage the fighters have ended up on.
If the stage boss option is enabled, players will fight Pegleg Pete.
VARRIGAN CITY 	
Varrigan City is set during DeathWatch, which means that enemies roam the monochrome cityscape. All fighters are now black and white with yellow outlines as to help them stand out. The enemies are criminals and thugs that populate the first three levels of Madworld, although some enemies from Mad Castle, Area 66, and Little Asian Town pop up from time to time to cause some havoc. The level is filled with industrial rap ripped straight out of the source game, giving the stage a unique grungy feel to it.
If the stage boss option is enabled, players will fight the Black Baron.
CONNECT FOUR 	
Connect Four has you fight on a table during a family game night; games like Candyland, Pegs in the Park, Sorry!, Monopoly, and others are visible, but your main destination is none other than Connect Four, a towering blue monolith of power. The only enemies here are game pieces from a bunch of the board games with the fighters traveling across each game to reach the vertical blue beacon. Game chips act as floating platforms that transport you to the top of each box; should you reach the end, you must look out for falling red and yellow chips...
If the stage boss option is enabled, players will fight a Literal Hand.
COBBLESTON HIGHLANDS	
Cobbleston Highlands takes place at the start of Olberic's story in Octopath Traveler, featuring a sun-drenched pixelated landscape. Players start out in the relatively conflict free village (although villager are able to be challenged to a sparring match) before advancing into the highlands themselves, coming among various brigands and other scoundrels. The map takes you higher up until you reach their cave hideout, having fighters walk past stolen loot and crates and through small rivers. Bats, vipers, and more brigands populate the cave.
If the stage boss option is enabled, players will fight Gaston.
==Pet Palace==
Pet Palace is a mode inspired by pet simulator gameplay in Pokémon and the Chao Garden from Sonic Adventure 2 - in this mode, your favorite fighters can chill out and play with virtual pets from iconic media such as Pokémon, Sonic the Hedgehog, Minecraft, Undertale, Kirby, and more. Outside of battle, you can use Cipher Credits to purchase materials and food for the Palace - within the palace, you can go on wild hunts and search for monsters to collect, raise, and call your own ala Pokémon. Certain monsters are able to evolve or change their forms, resetting their stats and essentially becoming new monsters outside of the bond they shared with you before.
Once you start raising a pet, you can apply it to your fighter and have them cheer you on in battle; in addition, you can gain small amounts of materials after a fight is over once you equip the pet. Seeing them cheer you on, taking them out to play in a few minigames, treating them like friends...that's the ultimate way to destress after a long day of punching people's faces in.
===Normal Pets===
 	The Baby Metroid is the smallest stage a Metroid can take, gaining the ability to eat crystals found on SR388. In canon, this little guy is the last Metroid native to their home planet, Samus sparing it's life - in Super Metroid, the baby saved Samus at the last second, helping her take down Mother Brain for what was seemingly the last time.
 	Wooper is a Pokémon hailing from the Johto region, listed as the 194th Pokémon in the National Dex. A dual Water/Ground type, Wooper is seen aloof but is loved for it's adorable nature, most evident in it's lack of arms and it's wide smile.
 	Quagsire in an evolution of Wooper in Bloodhaven and Pokémon, retaining the aloof nature and cute feature while growing in size and gaining arms. The 195th Pokémon, Quagsire keeps the Water/Ground typing is overall more of the lovable axolotl it evolved from. It is known to frequently bump into things due to its..intelligence, but it always means well, even in the heat of battle.
 	A small Grass-type goat, Skiddo is thought to be one of the first Pokémon to learn how to live with humanity, getting along with them just fine. Small, fun-loving, and able to be ridden on by smaller up-and-coming trainers, Skiddo is a hallmark of the Kalos region.
 	Skiddo evolves into the powerful Gogoat - a common method of travel in the Kalos region for older and more experienced trainers, this Pokémon has powerful empathy-sensing abilities and adjusts it's movement depending on how their rider is feeling. Gogoats are usually seen in rocky mountains, but have been brought down to fields and cities over centuries by humans.
 	One of the most iconic creatures in the whole Final Fantasy series, the Chocobo's are large ostrich-like birds that can be mounted and riden on ala horses, able to take players all across the world and reach inaccessable areas. Becoming the consistent face of the franchise, the Chocobo has gone on to gain their own spinoff series and loving fanbase, being present in every mainline Final Fantasy title to date.
 	Lumas are a breed of star-like alien children that have the ability to transform their physical form into entire galaxies if they so desire. Usually seen around Rosalina, these little guys come in plenty of colors, shapes, sizes, and personalities, being seen as child-like in nature. Mario is assisted by apricot and orange colored Lumas in the Mario Galaxy games, the orange one being seen in Super Mario Galaxy 2.
 	A potted Piranha Plant, like the Slime, is one of the easier creatures to tame in Bloodhaven. Despite their seemingly feral and hotheaded nature, the Piranha Plantcan be quite docile and when they get to know their best friend, they stay by their side until the very end. The pot makes them quite heavy, however.
 	A Metool is one of the most common enemies you can find in the Mega Man series, often taking new forms depending on the stage and game. Whether they be underwater, in swarms, giant, in the air, or hiding under their helmets, these timid little robots are everywhere and come from all walks of life...if your definition of walks of life is factories.
 	Chao are some of the most iconic virtual pets in all of gaming - coming with their own minigames, stats, favorite foods, moods, and other features, the way you raise a Chao in the Sonic games can drastically change what they turn into down the line. Whether they be Hero, Dark, or Neutral, your Chao depends on you and your actions, whether it be in Bloodhaven or Sonic.
 	A variation on the standard Chao after feeding it Hero food as any of the Hero characters, the Hero Chao adds more "angelic" elements to the design, trading the baby blue for a bright white and a halo.
 	A variation on the standard Chao after feeding it Dark food as any of the Dark characters, the Dark Chao adds more "demonic" elements to the design, trading the baby blue for a reddish black and devil horns.
180px	Jellyfish in Bikini Bottom are as common as water, acting as the undersea equivalent to butterflies or other bugs. They have the ability to sting anyone with their tentacles and can come in various colors, shapes, and sizes. A few notable ones include No-Name and the "royal" jellyfish, the regular pink ones being the most common. True to their names, they can even produce jelly!
 	In the kingdom of Orsterra, these sack-bearing kitties have a rare chance of appearing in battle only to almost immediately run away, carrying whatever goods they have with them. They don't run away in Bloodhaven, but take plenty of love to become your friend. In addition, Caits are the only creatures in the game that you can feed Cipher Credits.
 	A buoyant lil' fella, Pubble is essentially the flagship design of the Kotomo series, taking on a life of it's own outside of the game. A pure Water type, Pubble is known to be man's best friend and one that enjoys a good swim as well, frequently seen helping others out at sea...even if "out at sea" just means a little ways from the beach.
 	At level 35, Pubble advances into the Water/Ice type Frosky - while still friendly, Frosky is more "parental" and protective of it's human friends. It gains the ability to freeze water on contact due to it's paws, keeping all the benefits of Pubble while gaining it's own new tricks. In spite of it's hardened (heh) appearance, Frosky is still a good boy at heart.
 	yeah
 	Unlike their home game, Creepers won't explode when near you in Bloodhaven; in fact, they seem almost docile here, being much more playful overall. They do still have a tendency to sneak up on you when you're playing with your other pets, but otherwise mean well. They don't seem to get along with Caits or Sabrecats much...
 	The Great Sabrecub resembles...a lot of things, actually. Elements of a sabretooth tiger, cheetah, and other feline creatures have all been mixed into what could easily be considered one of the cutest Dragon Quest monsters out there. A little bundle of joy, "lemme at em!" attitude, and cuteness all wrapped into one, the Sabrecub will remain loyal if you raise it right.
 	The Great Sabrecat is everything the Sabrecub is and more, evolving from it's baby form to become not just a furry friend, but a ferocious beast as well. In the Dragon Quest games, the Great Sabrecat is easily one of the most tameable beasts out of the Beast family of monsters, becoming rideable in later Dragon Quest installments.
 	What would a mode about raising monsters be without the iconic Slime? A staple of not just RPGS, but all of gaming, Slime in Bloodhaven is adorable, wiggly, and docile, hopping around and trying to be your best friend. Out of all creatures in the Pet Palace, the Slime is the easiest to befriend and easiest to evolve.
 	The King Slime is one of the many forms the Slime has taken in the Dragon Quest series - an evolutio of Slime in Bloodhaven, this king is just as cute as his smaller peasant counterpart with six times the heft and six times the love to give. This monster's commanding presence is enough to settle any argument your other pets could be having.
 	The Annoying Dog lives up to his name - he's a trickster to the core, making sure that he's always there to comedically mess with whatever situation is occuring at the time. While every monster is now 3D to go with the Bloodhaven style, the Annoying Dog is a 2D sprite and is able to seemingly break reality to his whim.
 	The Pikmin are unique in that they come in all shapes, colors, sizes, and properties - up to 10 Pikmin can be collected and be combined into a single group, spanning Red, Yellow, Blue, White, Purple, Rock or Winged Pikmin. They all follow their friend and like to associate with bigger pets - in particular, Piranha Plants and Creepers seem to get along with them fine.
==Music==
Music in Bloodhaven is unique to each stage and can be chosen before the start of the match. While some stages have music exclusively from their respective series, other stages bring in all different kinds of music due to a lack of source material in the series. Players are able to set up custom playlists that they can assign to a stage, allowing them to transport music from other stages onto another one. You can always have the character themes playing instead if you so desire.
POLYNEUX MIDDLE SCHOOL 	
*The Lavender Fudge Experience - Whatever Happened to...Robot Jones?
*Do the #@!!'n Robot - Whatever Happened to...Robot Jones?
*Superman - Goldfinger
*The Classroom - Mario Strikers Charged
*Battle Against a Clueless Foe - Oddity
*Emerald Beach - Sonic Battle
*Precious Heart - Street Fighter EX3
*One Million Views - Goldfish
*We Come Together - Goldfish
*Robot Rock - Daft Punk
*Onett/Winters - Super Smash Bros. Ultimate
*Andromeda - Gorillaz
*Rehash - Gorillaz
UPPER BRINSTAR 	
*VS Ridley - Super Smash Bros. Brawl
*Norfair - Super Smash Bros. Brawl
*VS Parasite Queen - Super Smash Bros. Ultimate
*VS Dark Samus - Metroid Prime 2: Echoes
*VS Rundas - Metroid Prime 3: Corruption
*VS Quadraxis - Metroid Prime 2: Echoes
*Big Boss Confrontation Medley - Super Metroid
*Theme of Super Metroid - Super Metroid
*Brinstar Overgrown with Vegetation - Super Metroid
*Opening - Metroid Prime
*Brinstar Medley - Metroid (series)
*VS Gandrayda - Metroid Prime 3: Corruption
*Surface of SR388 - Metroid: Samus Returns
LOST WORLD 	
*Forest Interlude - Donkey Kong Country 2: Diddy Kong's Quest
*Gangplank Galleon - Super Smash Bros. Ultimate
*Lost World Anthem - Donkey Kong Country 2: Diddy Kong's Quest
*Mining Melancholy - Donkey Kong Country 2: Diddy Kong's Quest
*Snakey Chantey - Donkey Kong Country 2: Diddy Kong's Quest
*Crocodile Cacophony - Super Smash Bros. Ultimate
*Grassland Groove - Donkey Kong Country: Tropical Freeze
*Windmill Hill - Donkey Kong Country: Tropical Freeze
*Palm Tree Grove - Donkey Kong Country Returns
*Donkey Kong & Donkey Kong Jr. Medley - Super Smash Bros. Ultimate
*World Map Medley - Donkey Kong Country (series)
*DK Rap - Donkey Kong 64
*Rocket Barrel Medley - Donkey Kong Country Returns
GLOOM MANOR 	
*Theme of Ruby Gloom - Ruby Gloom
*Theme of Ruby Gloom (Beta Version) - Ruby Gloom
*Mad Monster Mansion - Banjo-Kazooie
*Luigi's Mansion (Ultimate) - Super Smash Bros. Ultimate
*Mystic Mansion - Sonic Heroes
*Hang Castle - Sonic Heroes
*Dracula's Castle - Castlevania: Symphony of the Night
*Lost Painting - Castlevania: Symphony of the Night
*Lost Hotel Ruins - Pokémon X & Y
*Horror Land - Mario Party 2
*Twilight Town - Paper Mario: The Thousand Year Door
*Boo House Medley - Super Mario (series)
THE LOUD HOUSE 	
*In the Loud House - The Loud House
*Casagrandes Theme - The Casagrandes
*Loud House Title Card Medley - The Loud House
*Play It Loud - The Loud House
*Spongebob Squarepants Theme - Spongebob Squarepants
*Oddparents, Fairly Oddparents - The Fairly Oddparents
*He's A Phantom - Danny Phantom
*Invader Zim Theme - Invader Zim
*Take Me There - The Rugrats Movie
*HEY! Arnold! - Hey! Arnold
*90's Nickelodeon Bumper Medley - Nickelodeon
*Stadium Rave A - Spongebob Squarepants
*Hit and Run - Ren & Stimpy
*Boy Genius - The Adventures of Jimmy Neutron
*Go Jimmy Jimmy - Jimmy Neutron: Boy Genius
*My Shiny Teeth and Me - The Fairly Oddparents
VIB-RIPPLE 	
*Universal Dance - Vib-Ribbon
*Polaroid - Vib-Ribbon
*Vib-Ribbon Blues - Vib-Ribbon
*Overflowing Emotions - Vib-Ribbon
*Laugh & Peace - Vib-Ribbon
*Noisy Notebook A/C - Snipperclips
*Lonely Rolling Star - Katamari Demacy
*Munchy Monk Circus - Rhythm Heaven
*Remix 10 - Rhythm Heaven Fever
*Final Remix - Rhythm Heaven Megamix
*Tap Trail 2 - Rhythm Heaven Megamix
*I Gotta Believe! - Parappa the Rapper
TOWER OF ARROGANCE/FOREVER TORMENT	
*Trouble Man/The Rain - Darkstalkers (series)
*Demitri, Feast of the Damned - Darkstalkers 3
*Felicia’s Theme - Marvel VS Capcom 3: Fate of Two Worlds
*War Agony - Darkstalkers 3
*Forever Torment - Darkstalkers 3
*Lord Raptor’s Theme - Darkstalkers
*Invitation to the Charm of Darkness - Night Warriors: Darkstalkers’ Revenge
*Pyron’s Theme - Darkstalkers
*Deserted Chateau - Darkstalkers 3
*Vanity Paradise - Darkstalkers Resurrection
*Fetus of God - Darkstalkers 3
*Morrigan’s Theme - Marvel VS Capcom 3: Fate of Two Worlds
*Hsien-Ko’s Theme - Marvel VS Capcom 3: Fate of Two Worlds
*Resurrection - Darkstalkers Resurrection
*Concrete Cave - Darkstalkers 3
*Iron Horse, Iron Terror - Darkstalkers 3
LAST TRAIN TO ALBUQUERQUE 	
*Kurikinton - Fatal Fury (series)
*Duck Dub Dub - Fatal Fury Special
*Emergence - The King of Fighters XIV
*Saxophone Under the Moonlight - The King of Fighters XIV
*Spread the Wings - Garou: Mark of the Wolves
*Soy Sauce for Geese - Tekken 7
*The Sea Knows - Fatal Fury
*Wild Street - The King of Fighters XIII
*Who is Queen? - The King of Fighters XIII
*Kuri Kinton Flavor - The King of Fighters XIV
*Wilderness Policeman - Garou: Mark of the Wolves
*Fullmoon - Garou: Mark of the Wolves
*Sunrise on the Train - Garou: Mark of the Wolves
*Tarkun & Kitapy - Super Smash Bros. Ultimate
*Let’s Go to Seoul! - Super Smash Bros. Ultimate
*Oh Angel - Fatal Fury: The Motion Picture
*A Somewhat Stylish Brawling Punk - Fatal Fury
*The London March - Super Smash Bros. Ultimate
LUMIOSE CITY 	
*VS Solgaleo & Lunala - Pokémon Sun & Moon
*VS Colress - Pokémon Black 2 & White 2
*VS Champion Iris - Pokémon Black 2 & White 2
*VS Xerneas & Yveltal - Pokémon X & Y
*Slumbering Weald - Pokémon Sword & Shield
*VS Zinnia - Pokémon Omega Ruby & Alpha Sapphire
*Decisive Battle - VS Ho-Oh - Pokémon HeartGold & SoulSilver
*VS Team Aqua and Magma Leader - Pokémon Omega Ruby & Alpha Sapphire
*VS Guzma - Pokémon Sun & Moon
*Victory Road - Super Smash Bros. Brawl
*Elite Four Medley - Pokémon (series)
*Route 1 Medley - Pokémon (series)
*VS Cynthia - Pokémon Diamond & Pearl
*Dialga’s Fight to the Finish! - Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness
*VS Champion Red - Pokémon HeartGold & SoulSilver
*Battle Tower - Pokémon Sword & Shield
*VS Tapu’s - Pokémon Sun & Moon
*Magikarp Festival - Pokkén Tournament
*Neos City - Pokkén Tournament
NEW DETROIT ROOFTOPS 	
*BLEED 2 Medley - BLEED 2
*Big Boom Stadium - BLEED 2
*I'll Show You - BLEED 2
*Hioctane/Escape - BLEED 2
*Bigger Than You - BLEED 2
*The Duel/Wreak Havoc - BLEED 2
*Opulent Manor - BLEED
*Hall of Heroes - BLEED
*Another Winter - Scott Pilgrim VS the World: The Game
*ORCA FORCE - RED ORCA
*Bloody Tears (Mewmore Mix) - Castlevania II: Simon's Quest
*Speed Me Up - Sonic the Hedgehog (Paramount)
*Do Ya Thing - Gorillaz
*Jump - Mephisto Odyssey
*It's A Public F!?$in' Domain To Me Anyway - Slash Norton
*Play My Ass Off - Anarchy Reigns
MINIT'S ISLAND 	
*Minit Medley - Minit
*Sabasaba Desert - Minit
*Alarming Swamp - Minit
*Sword Factory - Minit
*Sharp Business - Minit
*Flushed - Minit
*Jukebox Medley - Minit
*Theme of the Gungeon - Enter the Gungeon
*Kings and Queens of Wasteland - Nuclear Throne
*Lil' Hunter - Nuclear Throne
*Caretaker - Evil Factory
*Tentawolf - Evil Factory
KAMIKI VILLAGE 	
*Crimson Helm, Begone!/Exorcising Evil - Ōkami
*The Sun Rises - Ōkami
*Kamiki Village - Ōkami
*Mr. Orange Appears - Ōkami
*Eclipse - Ōkamiden
*Stirring - Ōkamiden
*Kurow Loses Faith - Ōkamiden
*Shinshu Field - Ōkami
*Cherry Blossom Shower - Ōkami
*Fighting Waka - Ōkami
*Waka’s Promenade - Ōkami
THE WESTERN ISLES 	
*Winning Road - Roy’s Hope - Super Smash Bros. for Wii U & 3DS
*Attack - Fire Emblem (series)
*Together We Ride - Fire Emblem (series)
*Road Taken (Roar) - Fire Emblem Fates
*Theme of Three Houses - Super Smash Bros. Ultimate
*Shaman in the Dark - Fire Emblem: The Binding Blade
*With Mila’s Divine Protection - Fire Emblem Echoes: Shadows of Valentia
*Lost in Thoughts All Alone - Fire Emblem Fates
*Gear Up For... - Super Smash Bros. Ultimate
*Prelude Medley - Fire Emblem: Awakening
*Advance - Fire Emblem: Mystery of the Emblem
*Ike’s Theme (Mix) - Fire Emblem: Path of Radiance/Radiant Dawn
*End of Despair - Fire Emblem: Genealogy of the Holy War
*Codename F.E. - Codename S.T.E.A.M.
*Book III - Boss - Fire Emblem Heroes
*Battle Medley - Fire Emblem (series)
*At What Cost? - Fire Emblem: Three Houses
*Battle for Who’s Sake? - Fire Emblem: The Binding Blade
MIDGAR, SECTOR 1 	
*Let the Battles Begin! - Final Fantasy VII Remake
*Fight On! - Final Fantasy VII Remake
*One-Winged Angel - Final Fantasy VII Remake
*Electric de Chocobo - Final Fantasy VII Remake
*Opening/Bombing Mission - Final Fantasy VII Remake
*J-E-N-O-V-A - Final Fantasy VII Remake
*Crazy Motorcycle Chase - Final Fantasy VII Remake
*Hurry! - Final Fantasy VII Remake
*Theme of Final Fantasy VII - Final Fantasy VII Remake
*Boss Battle - Final Fantasy IV
*The Dark Messenger - Final Fantasy IX
*Battle Theme - Final Fantasy VI
*Veiled in Black - Final Fantasy XIV
*OMNIS LACRIMA - Final Fantasy XIV
*APOCALYPSIS NOCTIS - Final Fantasy XIV
*Dancing Mad/Kefka's Theme - Final Fantasy VI
*VS Gilgamesh - Final Fantasy V
*Theme of Final Fantasy - Final Fantasy
*Battle Scene - Final Fantasy II
*Blinded by Light - Final Fantasy XIII
*Crazy Chocobo - Final Fantasy XIII-2
*Seymour Battle - Final Fantasy X
THE SHRINE OF WORSHIP 	
*Revived Power - Shadow of the Colossus
*The Opened Way - Shadow of the Colossus
*Demise of the Ritual - Shadow of the Colossus
*The Colossi 16 (Boss Medley) - Shadow of the Colossus
*A Violent Encounter - Shadow of the Colossus
*A Despair Filled Farewell - Shadow of the Colossus
*To the Ancient Land - Shadow of the Colossus
*Counterattack - Shadow of the Colossus
*The Farthest Land - Shadow of the Colossus
*Molduga Battle - The Legend of Zelda: Breath of the Wild
*In Labors and Dangers - Bayonetta
*In Giving Every Man His Due - Bayonetta
*One of a King - Bayonetta
INKOPOLIS SQUARE 	
*Bomb Rush Blush/Tidal Rush - Splatoon 2
*Spicy Calamari Inkantation - Splatoon 2
*Inkoming! - Splatoon 2
*ChopScrewey/Entropical - Splatoon 2
*Shooting Starfish - Splatoon 2
*Splattack! - Splatoon 2
*Ink Me Up! - Splatoon
*Salmonoid Serenade (Mix) - Splatoon 2
*Wave Prism - Splatoon 2
*I Am Octavio - Splatoon
*Now or Never! - Splatoon (series)
*Kraken Up - Splatoon
*Seafoam Shanty - Splatoon 2
*Octarmaments Medley - Splatoon 2
*Acid Hues - Splatoon 2
*Fly Octo Fly - Splatoon 2
*Shark Bytes - Splatoon 2
*Color Pulse (Splatfest Mix) - Splatoon 2
*Nasty Majesty - Splatoon 2
*Sucker Punch - Splatoon
*Ink or Sink - Splatoon 2
*Cephaloparade - Splatoon
*Eight Legged Advance - Splatoon
*Lookin’ Fresh (Medley) - Splatoon
BOG EASY 	
*Bog Easy - Epic Mickey
*Lonesome Manor - Epic Mickey
*Dark Beauty Castle - Epic Mickey
*Tomorrow City - Epic Mickey
*It’s A Small World - Epic Mickey
*Oswald’s Theme/Mickeyjunk Mountain - Epic Mickey
*Epic Mickey Theme - Epic Mickey
*That Lucky Oswald Rabbit - Oswald the Lucky Rabbit
*Boilerworks - Luigi’s Mansion 3
*Hidden Village - The Legend of Zelda: Twilight Princess
*Steamboat Willie Medley - Mickey Mouse (series)
*Disneyland Queue Remix - Disneyland
*Songs of Wasteland - Epic Mickey 2: The Power of Two
GREG’S DIARY 	
*Theme of the Wimpy Kid - Diary of a Wimpy Kid (Fox)
*Peanuts Theme - Peanuts
*Noisy Notebook B/D - Snipperclips
*Scribblenauts Medley - Scribblenauts (series)
*House Preview - Animal Crossing: Happy Home Designer
*Iwatodai Dorm - Persona 3
*Pictochat Medley - Super Smash Bros. Brawl
*Horizon Heights Act 2 - Sonic: After the Sequel
*Can You Really Call This A Hotel, I Didn't Receive A Mint On My Pillow Or Anything E - Undertale
==Trivia==
*Bloodhaven was inspired and is a semi-remake of DoodleFox's first umbrella game, Multiverse Umbrella, a game with a convoluted history and a terrible visual style. Bloodhaven started as a full remake before becoming it's own thing, acting as a celebration of all things Doodle likes.
*Wryn's design from the BLEED Blog was decided relatively late into development, originally being her design from the existing BLEED games.
*There was plenty of internal debate on whether a series could get two or more representatives. This was decided by DoodleFox who, in his own words, said "it's my game, let me do what I want."
*There's substantial evidence of Greg Heffley and Oswald being planned for the base roster, but were cut for unknown reasons. Oswald's model can be found in the data and Greg's neutral special had been animated, albeit it was slapped onto Robot Jone's model instead of a fully original one.
**While speculation it's often rumored that Richter Belmont and Ken Masters were planned but scrapped.
*The game's codename, as seen in files, was Trouble Man.
*It was a deliberate choice to use Ridley's Brawl/Super Metroid design for Bloodhaven to give the monster a visual difference from his Smash Bros. counterpart outside of his size and flying.
*The game's crossover element and just how extensive it is was also inspired by Marvel VS Capcom 2, a game which Doodle is known to praise to hell and back.
*Echo Fighters were planned for the roster, but were seemingly cut for no reason. Elements for BLEED's Rival as a Wryn echo were found in the code, but went seemingly unused. He would've had different weight properties and a unique version of her Down Special.
*The name Bloodhaven was actually inspired by another game Doodle took notes from, COLD❄BLOOD.
*Fantendo user ValkyriePyra helped heavily on the moveset for Cloud. Shoutout to her for being so helpful. She also had a helping hand with Minit's moveset as well.
*Exotoro helped craft the gimmick for Minit, giving him the vibe of a resource management-based figther. Minit's gimmick was later refined by a man who only goes by "Gonzo" as to hide his real name, creating a more risk vs reward style of combat.
Category:Bloodhaven
Category:Umbrella Games
Category:Crossover Fighting Games
Category:Crossovers
Category:Crossover Games
Category:Fighting Games
Category:DoodleFox
Category:Multiplayer Games
Category:Xbox Series X Games
Category:Nintendo Switch Games