Archetypes
Every character is tagged with one primary archetype and a few secondary ones that describe how they like to win. The first tag on a character is their primary identity; the rest are supporting traits. Here is what each label means.
- All-rounder 6 characters
A balanced character with a broad toolkit and no single extreme dependency. They can usually poke, punish, pressure, defend, and play neutral at a solid level.
- Big-body 3 characters
A large character who uses size, reach, damage, and heavy attacks to control space, often with defensive tradeoffs from being easier to hit or pressure.
- Counter-hit 8 characters
A character who gets high reward from catching opponents pressing buttons, mistiming offense, or trying to interrupt.
- Defensive 4 characters
A character whose strength is stopping or discouraging offense through parries, reversals, evasive tools, strong punishment, keepout, or safe control.
- Evasive 9 characters
A character or trait based on making attacks whiff through movement, stance hurtbox shifts, crushes, sidesteps, or unusual body positioning.
- Gamble 3 characters
A character or trait where the gameplan involves unusually volatile decisions: large payoff when correct, but meaningful punishment or loss of turn when wrong.
- Grappler 2 characters
A character whose offense is built around throws, throw breaks, crouch checks, and strike/throw guessing.
- Keepout 6 characters
A character who controls space by preventing the opponent from approaching safely, usually through long-range attacks, counter-hit tools, or strong midrange buttons.
- Mishima 6 characters
A secondary trait for characters with Mishima-style tools such as wavedash, electric-style punishment, crouch dash pressure, hellsweep-style lows, or execution-heavy neutral.
- Mix-up 23 characters
A character whose offense relies more than average on repeated defensive guesses. This can include high/low, strike/throw, stance, wall, oki, Heat, or timing-based mix.
- Mobility 4 characters
A character whose game is built on superior movement: fast walk, long dashes, strong sidesteps, sways, and stance shifts used to navigate neutral, evade, and reposition.
- Oki 4 characters
A character or trait focused on strong offense after knockdowns, forcing the opponent to guess on wake-up, grounded options, tech rolls, or get-up attacks.
- Poking 16 characters
A character who wins through small, low-commitment attacks that control pace, chip away at health, interrupt offense, and create minor advantage.
- Pressure 20 characters
A character who maintains offense after contact using plus frames, safe strings, lows, throws, chip, frame traps, and option coverage.
- Punishment 8 characters
A character who excels at converting opponent mistakes, unsafe moves, whiffs, and blocked attacks into strong, reliable damage.
- Range 3 characters
A character who uses weapons or unusually long-reaching attacks to dominate spacing and threaten from ranges where normal characters cannot.
- Rushdown 7 characters
A character who quickly closes space, forces interaction, and starts offense before the opponent can comfortably play neutral.
- Stance 18 characters
A character whose offense, movement, or defense is significantly routed through alternate states with unique options, transitions, cancels, or stance-specific mix.
- Trickster 7 characters
A character who uses unusual tools, setups, stance ambiguity, teleports, clones, odd hitboxes, unblockables, or knowledge checks to create confusion.
- Wall game 7 characters
A character or trait that becomes much stronger when the opponent's back is to the wall, usually through damage, splats, plus frames, throws, or restricted movement.