Speed Rushdown
A blur with a spear who trades patience for one devastating all-in.
Black Panther plays the long game at high speed. Poke from range with spear attacks and projectiles to charge the Bast's Blessing Gauge, then cash it in with an all-out offensive rush. Her Unique action flows straight into normals and Skills, so once the gauge is ready the pressure does not stop until the round does.
Range Control
Big buttons at every range, and a katana that ends arguments.
Blade is a methodical fighter, not a rushdown one. His large, far-reaching attacks control neutral at any distance, and Heart Stopper lets him attack from range while approaching, following up Skills like Bullet Barrage and Glaive Strike. Heart Stopper carries a limited number of uses, shown by its icon, so each one is a decision. Daywalker Deflect anchors his defense while he picks the moment to close.
All-Rounder
The shield answers everything: the best first character in the game.
Captain America has a clean tool for every situation: Trick Shield controls angles, Soaring Justice anti-airs, Freedom Charge closes distance, and Shield Guard withstands everything except lows and counters back. Learn the game through him: throw the shield, confirm the rebound with Ricochet Volley, and take your turn. His enhanced shield states reward you for using his Unique action often.
Shapeshift Hybrid
Strikes from afar, infects on contact, then closes in to finish.
Carnage reforms his body into weapons that strike from surprising distance, so his game opens like a strike-based zoner: scythes and skewers that reach across the screen. Landing Parasite Fang inflicts the Necrosis state, and from there every skill hit and Parasite Bomb triggers bonus tendril attacks that extend combos and stack damage. Once Necrosis is running, shift gears into full rushdown and collect.
Setplay Zoner
Devices, beams, and teleports: a puzzle the opponent has to solve under fire.
Danger covers the screen in Calibrate devices, then plays through them: Holobeam and Holoseeker trigger extra attacks on contact with a device, and Translocation teleports her to any of them. Her unique airborne dash makes her hard to chase while she sets up. There is a lot to manage, but a Danger with three devices out effectively attacks from several places at once.
Resource Trickster
Pays his own health to break the fourth wall and the game's rules with it.
Deadpool has moves nobody else is allowed to have. Fourth Wall Attacks spend his Healing Gauge, effectively buying combo extensions and mixups with his own health bar, and the gauge builds back by enduring attacks or through Meat Shield. Add a rebounding Faulty Grenade, Headpool Hover, and a cancel directly after landing attacks, and you get the most improvisational kit in the game. Budget the gauge well and he never stops surprising.
Zoner
Latveria's king builds a wall of magic and science you are not getting through.
Doctor Doom owns the mid and long range. Nullify Shield blocks incoming projectiles and doubles as a physical wall against approaches, placeable near or far and chargeable for strength. Behind it, Auric Ray and Mystic Cage control every approach angle, and grounded flight activation lets him retreat upward and keep the distance he wants. Make opponents walk through three layers of Doom before they touch him.
Mid-Range Gauge
Hellfire chains and a gauge that rewards you right up until it burns you.
Ghost Rider fights from mid to far range with chains and hellfire, and every Skill he uses feeds the Vengeance Gauge. In the red zone his Skills become monstrous, but at maximum the gauge leaves him wide open. The whole character is that knife edge: ride the red zone as long as you dare, then vent with Penance Driver or a Super before it flips on you.
Aerial Trickster
A one-man air force with a bag full of bombs.
Green Goblin fights from his glider. Summon it, dash on it, attack from it, and retreat off it, all while Razor Bats and Pumpkin Bombs make the ground a bad place to stand. His flyby kicks convert air control into knockdowns and his combos come from stitching glider moves together. The opponent has to solve the air before they get to fight the man.
Power
Absorb the hits, hit max Gamma, and stop being fair.
Hulk turns getting attacked into a win condition. Gamma Spark absorbs incoming hits to build his Gamma Level, and at max level it activates Gamma Rage, a full power-up that makes his already huge normals terrifying. Between Thunder Clap, Violent Charge, and Seismic Smash he does not need setup to hurt you. Walk forward, absorb what they throw, and make the round end early.
Mobile Zoner
Repulsors, missiles, and an eight-way airdash to fire them all from.
Iron-Man controls the mid-range with an arsenal: repeatable Repulsor Shots, the Unibeam, Smart Missiles, and a chargeable Repulsor Blast. What makes him special is the platform, not just the guns: eight-directional airdashes and grounded flight mean he attacks from wherever he wants, and his Unique and Skills flow into aerial movement for slippery, mobile offense that is hard to pin down.
Illusion Setplay
The God of Mischief makes you block the lie and eat the truth.
Loki wins by making the opponent wrong. Norn Stones deny space and control crowds, Illusion and Misdirection make his real position uncertain, and Jotun Mist keeps opponents from trusting what they see. His damage comes from opponents guessing incorrectly, so the better your opponent's reads, the more Loki takes away from them. Set the stones, sell the lie, collect.
Portal Rushdown
The distance between you and her Soulsword is one portal, always.
Magik is a close-range fighter whose Dark Portal removes the hard part: getting in. Summon the portal, teleport to it, and attack out of the teleport, or fire Demon Fire through it so a projectile appears next to the opponent instead of in front of you. She can even teleport mid-attack when near a portal. Every portal on screen is a threat the opponent must respect, which is exactly when the Soulsword lands.
Technical Zoner
The battlefield is made of metal, and the metal is on his side.
Magneto plays a projectile game that compounds. Metallic Meteor and Magnetic Blast leave clouds of debris on the field, and his Skills spend that debris to become significantly stronger. Gravity Bind and Polarity Shift control the opponent's movement while charged attacks build the next wave. It is a rhythm of invest, then spend: keep debris cycling and his zoning hits far above its apparent weight.
Range Brawler
Stretchy limbs give her brawler damage at poker range.
Ms. Marvel fights like a grappler who does not have to walk in. Her embiggened fists give normal moves exceptional reach, Elasti-Grab drags opponents to her from multiple trajectories, and Jersey Lariat covers the ground in front of her. She cannot airdash, so her game lives on the ground, but at her range that is usually where the opponent is forced to be anyway.
Summoner
A kid, a mech, and a lottery of drones that changes every round.
Peni pilots SP//dr and manages a supporting cast. Gadget Launcher summons random drones with different effects, so her game plan adapts on the fly: coordinate whatever the launcher gives you with Cyber Web and Pendulum Web to keep opponents boxed in. The launcher has a cooldown, so timing each summon matters as much as using it. Wall Stick adds an off-axis position most opponents never practice against.
Agile All-Rounder
Web Zip makes every screen position his, and every angle an attack.
Spider-Man is a complete fighter built on best-in-class movement. Web Zip changes trajectory with directional input and flows into Zip Kick and Web Slam, Web Hang lets him wait out situations in the air, and his attacks shift with buttons and directions to approach from anywhere. He converts mobility into offense more directly than anyone: wherever the opponent is weakest, he is already zipping there.
Elemental Zoner
Four elements in one gun, and a jetpack to fire them from anywhere.
Star-Lord is a shooting character with a twist: Groove Switch cycles his Element Gun through four elements, each changing what Element Blast and his Super actually do. Around the gun he has real air power, with an eight-directional aerial dash and grounded flight. Learn what each element is for, keep Gravity Mines on the floor, and pick your loadout for the matchup in real time.
Technical Controller
She does not play the game so much as change its physics.
Storm is the roster's micro-management queen. Tempest summons winds that alter the direction and speed of her own normals and Skills, and it can be used while other attacks are already in motion. Add flight, Whirlwind, Tornado, and aerial Hailstone, and every one of her turns has more decision points than anyone else's. In practiced hands her attacks curve in ways opponents simply cannot block on reaction.
Rushdown
Get in, stay in, and let Berserker Rage do the math.
Wolverine is pure forward pressure that snowballs. His six Berserker Unique actions cover ground approach, aerial dives, sweeps, and charges, and when the right follow-ups connect he enters Berserker Rage, upgrading his next Unique inputs with extra attacks and damage. The plan is honest and terrifying: reach the opponent, keep hitting, and let the Rage loop turn good offense into unstoppable offense.