The fighters

Eight fighters, all playable today. Everything here comes straight from the game’s own data.

Painted portrait of Sora Vey: spiky dark hair, a cyan headband and a white dojo gi, calm and focused.

Sora Vey

The Tidewalker · Striker

Last student of the Kaito Bay dojo. Calm, exact, relentless.

Sora is the last student of the Kaito Bay dojo, and he fights like the tide: patient, exact and impossible to shake off. His normals are quick and chain into each other, so a stray jab becomes a combo before you can blink. Keep him at range and he throws water; let him close and he never stops coming.

Health 1100.

Signature moves

Riptide PalmSpecial (U). A tide-blue projectile thrown from the palm. Zone with it, then step in behind it.
UndertowCrouch heavy (S + K). A long low sweep that knocks the opponent down. Hits low, so it beats a standing block.
Hundred TidesSuper (I). A cinematic multi-hit super. Needs a full meter and finishes with a launching blow.
Full move list
SlotKeysMoveHeightDamageStartup
LightJSnap JabMid344
HeavyKCrescent KickMid869
Crouch lightS + JReed SweepLow285
Crouch heavyS + KUndertowLow708
Jump lightW, then JGull KickHigh404
Jump heavyW, then KFalling TideHigh827
SpecialURiptide PalmMid7213
SuperIHundred TidesMid2748

Damage is the total of every hit before combo scaling. Startup is frames at 60 per second before the first hit lands.

Painted portrait of Raze Kovac: a bald, bearded brawler with a flame-coloured crest, a gold chain and a red vest, grinning.

Raze Kovac

The Furnace · Brawler

Undefeated in the Foundry pits. Loud, heavy, all gas no brakes.

Raze is undefeated in the Foundry pits, and he wants you to know it. He hits far harder and has the most health of anyone, so every exchange costs you more than it costs him. One clean heavy and the round tilts his way.

Health 1375.

Signature moves

Blaze RushSpecial (U). A flaming dash punch that crosses the screen and knocks the opponent down. It chips away at health even through a block.
Smelter UppercutCrouch heavy (S + K). A rising uppercut that launches, and it is invulnerable on its first frames, so it beats jump-ins.
Meteor BreakerSuper (I). A cinematic multi-hit super that ends in a huge launching smash. Needs a full meter.
Full move list
SlotKeysMoveHeightDamageStartup
LightJBrass HookMid425
HeavyKWrecking CrossMid11210
Crouch lightS + JGut ShotLow345
Crouch heavyS + KSmelter UppercutMid927
Jump lightW, then JAnvil KneeHigh464
Jump heavyW, then KHammer DropHigh969
SpecialUBlaze RushMid9212
SuperIMeteor BreakerMid4028

Damage is the total of every hit before combo scaling. Startup is frames at 60 per second before the first hit lands.

Painted portrait of Kessel-9: a battered rooftop security robot with a steel faceplate and a glowing cyan visor.

Kessel-9

The Warden · Zoner

Decommissioned rooftop security unit that kept patrolling after the company folded. Polite, literal, relentless.

Kessel-9 is a decommissioned rooftop security unit that kept patrolling after the company folded. It is polite, literal and very hard to get past. It is slow and big, but its punches reach a long way and it takes a lot of punishment to put down. Stay out and the laser finds you. Come in and the sweep waits.

Health 1275.

Signature moves

Visor LaserSpecial (U). A beam from the visor that crosses the whole stage. The visor flares first, so you can jump it. Hits at any range.
Hydraulic SweepCrouch heavy (S + K). A long low sweep that knocks the opponent down. Hits low, so it beats a standing block.
OverclockSuper (I). A chest cannon beam that locks the opponent in place, then finishes with a launching blast. Needs a full meter.
Full move list
SlotKeysMoveHeightDamageStartup
LightJPile JabMid906
HeavyKPiston JabMid2138
Crouch lightS + JAnkle ClampLow527
Crouch heavyS + KHydraulic SweepLow13613
Jump lightW, then JThruster KneeHigh715
Jump heavyW, then KAnvil FistHigh1589
SpecialUVisor LaserMid8414
SuperIOverclockMid27116

Damage is the total of every hit before combo scaling. Startup is frames at 60 per second before the first hit lands.

Painted portrait of Nia Kestrel: a courier with a high ponytail, an earpiece and a gold hoop earring, smirking.

Nia Kestrel

The Wire · Rushdown

Rooftop courier from Hollow Bay who learned to fight running deliveries across the neon district. Fast, cheeky, never stops moving.

Nia is a rooftop courier from Hollow Bay who learned to fight while running deliveries across the neon district. She is the fastest fighter in the game, with quick lights that cancel into each other and a very high jump. She has the least health, so one mistake hurts. Never stop moving.

Health 1000.

Signature moves

Talon DiveSpecial (U). A diving kick that lunges across the ground and knocks the opponent down. Fast, and it chips through a block.
Slide KickCrouch heavy (S + K). A low slide kick that knocks the opponent down. It is quick enough to start a combo.
Live WireSuper (I). A flurry of electric strikes that ends in a launching blow. Needs a full meter. It hits for more than any other super.
Full move list
SlotKeysMoveHeightDamageStartup
LightJQuick JabMid343
HeavyKSpin HeelMid827
Crouch lightS + JToe FlickLow264
Crouch heavyS + KSlide KickLow776
Jump lightW, then JHop KickHigh433
Jump heavyW, then KDive HeelHigh905
SpecialUTalon DiveMid856
SuperILive WireMid5528

Damage is the total of every hit before combo scaling. Startup is frames at 60 per second before the first hit lands.

Painted portrait of Bram Tolliver: a heavy crane operator in a hi-vis vest and hard hat, jaw set, a steel hook over his shoulder.

Bram Tolliver

The Crane · Grappler

Ran the number nine crane at Hollow Bay docks for twenty years, until the docks went dark. Slow, patient, and once he has hold of you the argument is over.

Bram ran the number nine crane at Hollow Bay docks for twenty years, until the docks went dark. He is slow, huge and patient, with the most reach-to-health trade-off in the game: nothing he throws is quick, but nothing he lands is small. Jump, jab or back away from his hook and he pays for the whiff.

Health 1241.

Signature moves

Dock HookSpecial (U). A guard-ignoring hook grab. Slow to start and costly to miss, so it only catches a grounded fighter who stands still. Jumps, jabs and back-steps beat it.
Lift HookCrouch heavy (S + K). A low hook that launches the opponent. Slow, but it knocks them clear of you.
Container DropSuper (I). A cinematic container drop that locks the opponent in place for several hits and ends in a launch. Needs a full meter.
Full move list
SlotKeysMoveHeightDamageStartup
LightJHook JabMid545
HeavyKCargo SwingMid14511
Crouch lightS + JBoot CheckLow425
Crouch heavyS + KLift HookMid1159
Jump lightW, then JSteel ToeHigh564
Jump heavyW, then KAnvil ElbowHigh1229
SpecialUDock HookMid1999
SuperIContainer DropMid7288

Damage is the total of every hit before combo scaling. Startup is frames at 60 per second before the first hit lands.

Painted portrait of Vesper Lune: a stage magician in a violet tailcoat, top hat and domino mask, smiling over a silver cane.

Vesper Lune

The Afterimage · Counter

Headlines the late show at the Hollow Bay night market. The cane is for show. The trick is that you were never quite where you thought she was.

Vesper Lune headlined the Moonlight Revue until the theatre closed, and kept the act. She fights from behind a cane that out-reaches almost every normal, and steps through attacks as an afterimage. Poke, retreat, punish: she wins by never being where you swing.

Health 1080.

Signature moves

Afterimage StepSpecial (U). An afterimage step that is invulnerable at the start and counterattacks from behind the opponent. Strong on reaction, risky if guessed.
Trip HookCrouch heavy (S + K). A low cane hook that trips the opponent. Quick enough to punish a whiffed attack.
Midnight EncoreSuper (I). A cinematic multi-hit super with a blindingly quick start. Needs a full meter.
Full move list
SlotKeysMoveHeightDamageStartup
LightJCane TapMid824
HeavyKLong CaneMid19010
Crouch lightS + JCane HookLow685
Crouch heavyS + KTrip HookLow1609
Jump lightW, then JSpin CaneHigh924
Jump heavyW, then KCurtain FallHigh1988
SpecialUAfterimage StepMid19418
SuperIMidnight EncoreMid6728

Damage is the total of every hit before combo scaling. Startup is frames at 60 per second before the first hit lands.

Painted portrait of Tessa Quill: a courier pilot in a cobalt flight jacket with goggles pushed up on her forehead and a small drone hovering at her shoulder.

Tessa Quill

The Wren · Zoner

Courier turned drone racer, still flying deliveries across Hollow Bay with a wrist controller and a drone named Wren. She would rather not be in range, thanks.

Tessa Quill flew deliveries across Hollow Bay until the fights paid better. Her drone, Wren, does the work: she would honestly rather not be in range. She is quick on her feet and backs away faster than anyone, but she hits softly up close, so the plan is always distance, a shot and a trap.

Health 940.

Signature moves

Wren ShotSpecial (U). Wren flies out as a slow drone shot. Only one at a time, and Tessa is open while it travels. Jump it or close in behind it.
Wren MineCrouch heavy (S + K). Wren drops a mine in front of her. It needs a moment to arm, lasts a few seconds and only one can be out. Walk into it and you are launched.
Swarm ProtocolSuper (I). A cinematic drone barrage that locks the opponent in place across the stage and ends in a launching blast. Needs a full meter.
Full move list
SlotKeysMoveHeightDamageStartup
LightJWrist JabMid683
HeavyKHeel SnapMid1609
Crouch lightS + JSkid SweepLow535
Crouch heavyS + KWren MineMid9312
Jump lightW, then JRotor KickHigh834
Jump heavyW, then KDrone DropHigh1707
SpecialUWren ShotMid7820
SuperISwarm ProtocolMid56014

Damage is the total of every hit before combo scaling. Startup is frames at 60 per second before the first hit lands.

Painted portrait of Pip and Bolt: a freckled kid in a yellow hoodie and a big red headset in front of a scrap-built mech with one glowing blue eye.

Pip & Bolt

Little Guy, Big Robot · Bruiser

Pip is twelve, builds things out of scrap and talks to a mech called Bolt like it is a person. Bolt is the size of an adult and mostly welded shut. Together they have never lost an argument.

Pip is twelve, builds things out of scrap and talks to a mech called Bolt like it is a person. Bolt is the size of an adult and mostly welded shut. They fight as one: Pip rides on Bolt, Bolt throws the punches, and between them they have more health and reach than their size suggests.

Health 1344.

Signature moves

Wrench TossSpecial (U). Pip hops off the saddle to lob a wrench in an arc, then hops back on. It is a short throw: one at a time, and it lands in front of Bolt.
Rocket HopCrouch heavy (S + K). Bolt fires its foot rockets: invulnerable on its first frames and it launches, so it beats jump-ins.
Overdrive BoltSuper (I). Overdrive Bolt: a cinematic rocket-fist barrage that locks the opponent in place and ends in a launching blow. Needs a full meter.
Full move list
SlotKeysMoveHeightDamageStartup
LightJServo JabMid485
HeavyKBolt BraceMid12511
Crouch lightS + JScrape SweepLow386
Crouch heavyS + KRocket HopMid1069
Jump lightW, then JBoost KickHigh504
Jump heavyW, then KPiston StompHigh1068
SpecialUWrench TossMid8416
SuperIOverdrive BoltMid7318

Damage is the total of every hit before combo scaling. Startup is frames at 60 per second before the first hit lands.

A dark silhouette with glowing eyes, wrapped in violet static.

? ? ?

Final opponent · Unknown

Every circuit has a final door.

It opens only for those who never fell.

Whatever waits behind it has already seen you coming.

Health
Speed
Power

Pick one and fight