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

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
| Slot | Keys | Move | Height | Damage | Startup |
| Light | J | Snap Jab | Mid | 34 | 4 |
| Heavy | K | Crescent Kick | Mid | 86 | 9 |
| Crouch light | S + J | Reed Sweep | Low | 28 | 5 |
| Crouch heavy | S + K | Undertow | Low | 70 | 8 |
| Jump light | W, then J | Gull Kick | High | 40 | 4 |
| Jump heavy | W, then K | Falling Tide | High | 82 | 7 |
| Special | U | Riptide Palm | Mid | 72 | 13 |
| Super | I | Hundred Tides | Mid | 274 | 8 |
Damage is the total of every hit before combo scaling. Startup is frames at 60 per second before the first hit lands.

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
| Slot | Keys | Move | Height | Damage | Startup |
| Light | J | Brass Hook | Mid | 42 | 5 |
| Heavy | K | Wrecking Cross | Mid | 112 | 10 |
| Crouch light | S + J | Gut Shot | Low | 34 | 5 |
| Crouch heavy | S + K | Smelter Uppercut | Mid | 92 | 7 |
| Jump light | W, then J | Anvil Knee | High | 46 | 4 |
| Jump heavy | W, then K | Hammer Drop | High | 96 | 9 |
| Special | U | Blaze Rush | Mid | 92 | 12 |
| Super | I | Meteor Breaker | Mid | 402 | 8 |
Damage is the total of every hit before combo scaling. Startup is frames at 60 per second before the first hit lands.

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
| Slot | Keys | Move | Height | Damage | Startup |
| Light | J | Pile Jab | Mid | 90 | 6 |
| Heavy | K | Piston Jab | Mid | 213 | 8 |
| Crouch light | S + J | Ankle Clamp | Low | 52 | 7 |
| Crouch heavy | S + K | Hydraulic Sweep | Low | 136 | 13 |
| Jump light | W, then J | Thruster Knee | High | 71 | 5 |
| Jump heavy | W, then K | Anvil Fist | High | 158 | 9 |
| Special | U | Visor Laser | Mid | 84 | 14 |
| Super | I | Overclock | Mid | 271 | 16 |
Damage is the total of every hit before combo scaling. Startup is frames at 60 per second before the first hit lands.

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
| Slot | Keys | Move | Height | Damage | Startup |
| Light | J | Quick Jab | Mid | 34 | 3 |
| Heavy | K | Spin Heel | Mid | 82 | 7 |
| Crouch light | S + J | Toe Flick | Low | 26 | 4 |
| Crouch heavy | S + K | Slide Kick | Low | 77 | 6 |
| Jump light | W, then J | Hop Kick | High | 43 | 3 |
| Jump heavy | W, then K | Dive Heel | High | 90 | 5 |
| Special | U | Talon Dive | Mid | 85 | 6 |
| Super | I | Live Wire | Mid | 552 | 8 |
Damage is the total of every hit before combo scaling. Startup is frames at 60 per second before the first hit lands.

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
| Slot | Keys | Move | Height | Damage | Startup |
| Light | J | Hook Jab | Mid | 54 | 5 |
| Heavy | K | Cargo Swing | Mid | 145 | 11 |
| Crouch light | S + J | Boot Check | Low | 42 | 5 |
| Crouch heavy | S + K | Lift Hook | Mid | 115 | 9 |
| Jump light | W, then J | Steel Toe | High | 56 | 4 |
| Jump heavy | W, then K | Anvil Elbow | High | 122 | 9 |
| Special | U | Dock Hook | Mid | 199 | 9 |
| Super | I | Container Drop | Mid | 728 | 8 |
Damage is the total of every hit before combo scaling. Startup is frames at 60 per second before the first hit lands.

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
| Slot | Keys | Move | Height | Damage | Startup |
| Light | J | Cane Tap | Mid | 82 | 4 |
| Heavy | K | Long Cane | Mid | 190 | 10 |
| Crouch light | S + J | Cane Hook | Low | 68 | 5 |
| Crouch heavy | S + K | Trip Hook | Low | 160 | 9 |
| Jump light | W, then J | Spin Cane | High | 92 | 4 |
| Jump heavy | W, then K | Curtain Fall | High | 198 | 8 |
| Special | U | Afterimage Step | Mid | 194 | 18 |
| Super | I | Midnight Encore | Mid | 672 | 8 |
Damage is the total of every hit before combo scaling. Startup is frames at 60 per second before the first hit lands.

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
| Slot | Keys | Move | Height | Damage | Startup |
| Light | J | Wrist Jab | Mid | 68 | 3 |
| Heavy | K | Heel Snap | Mid | 160 | 9 |
| Crouch light | S + J | Skid Sweep | Low | 53 | 5 |
| Crouch heavy | S + K | Wren Mine | Mid | 93 | 12 |
| Jump light | W, then J | Rotor Kick | High | 83 | 4 |
| Jump heavy | W, then K | Drone Drop | High | 170 | 7 |
| Special | U | Wren Shot | Mid | 78 | 20 |
| Super | I | Swarm Protocol | Mid | 560 | 14 |
Damage is the total of every hit before combo scaling. Startup is frames at 60 per second before the first hit lands.

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
| Slot | Keys | Move | Height | Damage | Startup |
| Light | J | Servo Jab | Mid | 48 | 5 |
| Heavy | K | Bolt Brace | Mid | 125 | 11 |
| Crouch light | S + J | Scrape Sweep | Low | 38 | 6 |
| Crouch heavy | S + K | Rocket Hop | Mid | 106 | 9 |
| Jump light | W, then J | Boost Kick | High | 50 | 4 |
| Jump heavy | W, then K | Piston Stomp | High | 106 | 8 |
| Special | U | Wrench Toss | Mid | 84 | 16 |
| Super | I | Overdrive Bolt | Mid | 731 | 8 |
Damage is the total of every hit before combo scaling. Startup is frames at 60 per second before the first hit lands.