Title Fight Throwdown
I think Stamina/HP should stick to SSB style. I'm not sure I'd like the idea of pounding my opponent hoping my hit hit hard enough to kill him. Either knock people off the stage or give everyone a % like the stamina battles in Brawl.

Some of my character ideas are very odd like Cole for example. I hope Sony makes each character VERY unique. With so many famous gunners out there, it'd be very boring to have so many characters maining guns.

I'm going to have to make up my own controls because they weren't directly told to us quite yet. So X will be to jump. Square will be basic/light attacks. Triangle will be special attacks. Circle will be heavy/power attacks.

Sora~Kingdom Hearts
Sora is a light weight character. Able to utilizie his keyblade skills and magic learned in KH. Sora may be small, but his quick key and dodge roll make him an incredible opponent. Sora will most likely have less HP, lower damage, but an incredible attack speed as a light weight character. Because of this, dodge roll is essential to his play style.

Square-Sora's light attacks all show off his keyblade mastery. Tap 3 times for a quick triple slice combo.

Special-~Magic~
Neutral-Blizzard-A blue ball will glow a set distance from your character. Hold Triangle until Sora fully castes the spell and a mini glacier will appear. Anyone hit will be frozen for a set time. Spell takes some time to cast.
Up-Advanced Glide-Call Tinkerbell for some Neverland magic. Tinkerbell will wave her wand allowing you a third jump with some glide time.
Side-Fire-Shoot a nice sized fireball at the enemy
Down-Thunder-Lightning strikes directly above you with decent range. (Like Pikachus Thunder but not as much range)

Power-Neutral-Guard-Counterattack anything thrown at you. Faster then any other counter thanks to Sora's speed.
Up-Aerial Sweep-A powerful jump spinning attack which is a danger to anything above Sora's head.
Side-Dodge Roll-A speedy escape for most situations. Roll under attacks, past your enemies, and even off the cliff if you're not careful.
Down-Sonic Blade-Rush the enemy with a powerful Keyblade stab. This can be done 6 times in a row with quick speed but Sora won't lock on to his enemy like he does in his games.

Supers-Level 1-Trinity Limit-Donald and Goofy come to assist Sora in one impressive combo
Level 2-Trinity Limit Squared-A stronger, better, faster version of Trinity Limit.
Level3-Drive Mode-Sora lets loose 1 out of 5 different drive modes. Each drive has it's own special abilities with a set % of them being unleashing. Drives run out after a set amount of time.
Valor-Likely to unleash-All keyblade attacks are much faster and do intense damage. Sora moves a lot faster as well.
Wisdom-Not so likely to unleash. Magic attacks do intense damage. Sora shoots enery out of his keyblade instead of slashing.
Master-Rare to unleash-All attacks increase in damage. Sora can dodge roll in mid-air resulting in an air dodge. Speed increases a bit.
Final-Hardest to get-ALL attacks are pushed to their full potential. Sora can now fly to a certain extent. Speed increases a bit.
Anti-Hard to get-Attack speed is boost to its full potential. Sora walks a bit faster. Magic attacks are now off limits. All keyblade attacks are replace with powerful simple claw combos.

Ryu~Ninja Gaiden
Thanks to his ninjutsu, Ryu makes the light weight cut. Ryu may be a grown man, but we can't forget that he is a ninja. Because of that, speed is a factor added to his belt which pushes him into the light weight class.

Cole~Infamous
Cole is a medium weight character. Cole is able to bring both styles of battle to the field. Hero or Villain, Cole will get the job done. He is similiar to Zelda/Sheik with his Static Karma. As a Villain, Coles attacks do a tad bit more damage. As a Hero, Coles attacks charge his Super bar a tad bit faster. If your special bar is full, both effects are cancelled. Cole is a hard character to play because of Electric Drain. For him to do serious damage his Super bar must be watched. Unlike other characters, his Super Bar represents how much electricity he has. Cole will slowly gain electricity but will gain more faster if you use Hero attacks. Melee attacks and throws do not drain electricity. Cole starts each match with 1 Full Super Bar.

Square-Hero or Villain, Coles fists of thunder don't differ too much. His light attacks are focused on hand to hand combat. 3 taps of the button do a quick punch to kick combo.

Special-Neutral-Lightning Bolt-A nice bolt of lightning shoots straight across the field
Up-Static Thrusters-jolt up and glide until reach the ground. Anyone hit as you Jolt up will take damage.
Side-Shock Grenade-Toss a grenade which explodes after a few seconds. Can be cooked and will cause damage to all (even yourself)
Down-Static Karma-Flash Red or Blue (depending on your current Karma) and turn the other cheek. If you're a Hero, you will flash Red with energy as you turn to the darkside. If you're a Villain, you will flash Blue with power as you go to the good side.

Power-Neutral-Overload Burst/Arc Lightning-Depending on your karma. Overload Burst will not only shock the heck out of one target but anyone close to them will be hit for some decent damage as well. Arc Lightning will send out a continious stream of electricity that dies down over time (Bowsers flamethrower in a way). BOTH ATTACKS MUST BE CHARGED to get maximum effect. Charge by tapping Circle and wait for it to finish. Doesn't need to be charged all at one time. (Samus's Gun, DK's punch, etc).
Up-Lightning Storm-Summon a lightning storm to assist you in battle. You can move the cloud once it's summoned. Push circle again to make it strike. You can't move until the storm is gone or you get hurt.
Side-Gigawatt Blades-A powerful 2 hit slash.
Down-Thunder Drop-Fall from the sky and make a sonic boom. The higher you are, the bigger the shock.

Supers-Level 1-Cole does not have a level one super because that first bar is vital to do damage.
Level 2-Precision-Rocket up into the sky with Static Thrusters. Once off screen you will see a tiny Red or Blue (depending on your karma) reticle appear. Aim for your prey and snipe with electric precision. FULLY DRAINS ALL ELECTRICITY.
Level 3-100% CHARGED-Once activated, all electric attacks can be used to your hearts desire. No charging or waiting needed. Experiment with electric combos not possible to do unless in this mode. Cole's power will drain eventually forcing him to go back to normal. FULLY DRAINS ALL ELECTRICITY.


Cloud~FF7
Cloud is a medium weight character. Cloud brings nothing but the best swordsman skills with him in this battle ground. I believe his main appearance should be the one from Kingdom Hearts. His one wing would open up more attack moves and be his ability to get back on the stage.

Square-Use quick but weak sword strikes.

Special-Neutral-Cross Slash-3 Beautiful Slices, all done in a poetic manner.
Up-Braver-Cloud flaps his wing up into the sky, then comes down with a hard sword strike.
Side-4xCut- Strike your opponent 4 times with painful slashes. You must push Over and Triange 4 times to get the full effect of this combo.
Down-Blade Beam-Strike the ground and force a wave of energy to hit your opponent.

Power-Neutral-Finishing Touch-Spin at your opponent like a tornado with a blade and send them flying to the sky.
Up-Demon Dance-Grab your enemy and hold them tight as you fly up into the sky for a nice trip. Flies up off screen and then slams enemy into the ground with incredible speed. (Similiar to MetaKnight or Kirby's Up Grab attack)
Side-Climhazzard-Rush at your opponent with a stab, knock them up into the air, then right back down. This combo only works if the first hit connects. If it's blocked or misses, Cloud won't go for the second attack.
Down-Defend-The legendary ability command rarely ever used in a FF game. Take a defensive position and counter the next attack.

Supers-Level 1-Meteor-Launch a meteor at the enemy. Comes down diagonally for serious damage.
Level 2-Super Meteor-Launch a bigger more powerful meteor.
Level 3-Omnislash-Clouds signature 10 slash attack is ready for anyone who wants to meet it.

Crash Bandicoot
Crash is a light weight character. His signature spin is a must if you want to tame this wild beast.

Square-Definitly not sure what to suggest for Sony here. Maybe spinning kicks or spinning punches.

Special-Neutral-Spin-A quick spin to get the damage in
Up-Super Tornado Spin-Crash's Tornado Spin that lets him gain some elevation from all the 360s he gets. The main tool to get back on a stage for sure.
Side-Speedy Shoes-Activates Crash's quick shoes which let him rush into and spin out anyone trying to get too close to him. RUSH attack. Not something that makes you run quicker.
Down-Slide-Crash's slide which can be used to dodge and attack enemies as well.

Power-Neutral-Fruit Bazooka-Fire a wompa fruit out of a deadly Bandicoot Bazooka.
Up-Biker Boys-Pop a wheelie on the motorcycle that graces Crash's 3rd game. (close to Wario's chopper)
Side-Infinite Spin-As long as you keep tapping Circle, you'll keep spinning. This move does good damage at start up but it lowers as you mash the button.
Down-Super Belly Flop-Rise up and flop down on top of your enemy. If you're in the sky, you will come straight down. If you're on the ground, you're character will hop up before performing the attack.

Supers-Level 1-Family Bond-Call in Coco to help you out. She'll fly around the top of the screen in one of her latest gadgets, raining down lasers, missiles, and anything else she can find.
Level 2-Family Evolution-Coco has upgraded her machine, It's time to do even more damage.
Level 3-Hurricane Spin-Crash turns into a gigantic spinning maniac. Let the game do the spinning for you. All you have to do is choose left or right.

Dante~Devil May Cry
Dante is a medium weight character. Dante's got sword skills check, gun skills check, and even some demon skills to make the fight harder for anyone in his path.

Leon S. Kennedy~Resident Evil 4
Leon is a medium weight character. Leon is the main gunmen of this game. Rifles, pistoles, shotties, grenades, flashes, and dare I say zombies. You never know what's going to hit you next when you're up against Leon.

Square-Leon may not be the best CQC fight, but he does know how to get the job done. He brings his roundhouse kick, punch combos, and even a few knife attacks to the table.

Special-Neutral-Red9-The powerful pistol that can be popped multiple times if Triangle is tapped without stopping.
Up-Rocket Launcher-Leon shoots a slow starting but powerful RPG slug directly above his head. If you're in the air, Leon will fire straight down, using the force to launch himself higher into the sky.
Side-Random Grenade-Leon will pull out a frag, incinerary, or flash grenade at random. Each can be cooked and will go off at the same time. The frag is the most powerful. The incinerary is weak but will do damage over time for a few seconds. The flash bang can stun your enemy for a few seconds.
Down-TMP-Fire a few rounds of this weak but fast gun. Damage doesn't stun. Enemys can walk right through you're bullets while getting hit. (Like Fox's laser) Does less damage then pistol but can get off a way faster barrage. Isn't spammable like the pistol.

Power-Neutral-P.R.L. 412-Shot weapon that does insane damage when fully charged. If not charge and shot close range, has the ability to stun for a few seconds. (Charge like Samus's gun)
Up-Bolt Action Rifle-1 shot, lots of damage. This gun takes a lot of focus to use. You focus by not using it. Let it sit back and rest. When you finally do pull it out of the closet it's going to hurt a lot. Similiar to Wario's fart. The less you use it, the more powerful it gets.
Side-Follow Me!-Leon will point at the enemy and give a direct order. A zombie will run straight for the target. The zombie will run off the cliff/screen if it doesn't run into anything. If the enemy has their feet planted on the floor, the zombie will hug them biting their neck for a for secs. The enemy can shake the zombie off by pushing buttons. Zombies can also be killed by an basic type of attack. Jumping onto a zombie or bumping into them in anyway will hurt the enemy but they will only be grabbed if they're in its direct path, standing on the ground.
Down-Striker-A shotgun with some true power. The closer you are, the more damage it does.

Supers-Level 1-Chicago Typewriter-Leon pulls out the deadly Chicago Typewriter and fires with a chain of bullets.
Level 2-Chicago Assassination-More bullets and less time to run.
Level 3-Weapon Assault-Leon pulls off a speedy combo with multiple weapons. Each weapon getting stronger until he finishes with an aerial rocket display. Knifes enemy, then fires off pistol shots, follows up with TMP fire, shotguns the guy away, shoots off a magnum as they fly back,tosses a grenade near them as they hit the floor, the grenade sends them into the sky and Leon finishes them off with multiple Rocket Launcher fire.

Nathan Hale~Resistance
Nathan is a medium weight character. Nathan will have guns of course but the curse of the chimera makes him bring even more to the table. A simple Chimera Shift will change his playstyle in the blank of an eye. Think Samus/Zero Suit Samus.

Monster Hunter
Because of their heavy armor and weaponry, these hunters are heavyweight characters. Monster Hunter isn't one character. The hunters actually tag out and make a total of 3 play-able characters. For close-range combat we have a Hammer Warrior. For mid-range with have a Lancer. For maximum-range we have the bowgunner. Simply push Tag to change weapons. Basically like the PKMN Trainer.

Square-All Hunters fight using their primary weapon. With that weapon, they use basic melee skills. Even the bowgunner will melee you with their weapon if you get too close. Bowgunners take a decent amount of time to fire their weapon off, because of that, they need decent melee skills.

Special-Hammer Warrior-These warriors use blunt weapons to break through bones, armor, and anything else that's in the way. They excel at stunning their enemies. Every attack has a slight chance to stun. (probably 5% or lower) Their painful strikes are usually charged for extra damage.
-Neutral-Ground Smash
Up-Farcaster-Tosses a farcaster at a certain angle. Whatever solid object it hits, you will teleport to. If thrown off a cliff, you will not teleport anywhere.
Side-Evade-All hunters need to know when to run.
Down-Tag Out-Switch to your next hunter. Order goes
Swordsman>Lancer>Bowgun

Lancer-Slowest of the slow. These guys have enough armor to make a home. They fight a mid-ranged battle. Being grabbed is their one true weakness.
-Block-Put up your shield and block the damage. This differs from normal everyday blocking, because this hunter can attack with his shield out.
Neutral-Forward Thrust-A hard stab with a lance.
Up-High Thrust-A high diagonal thrust. This attack can get stuck in the level which makes it the key move to get back on the stage. (Just Olimar's pikmin whip).
Side-Evade-All hunters need to know when to run.
Down-Tag Out-Switch to your next hunter. Order goes Swordsman>Lancer>Bowgun

Bowgunner-A hunter with a mid sized bowgun. The fastest of the hunters but still a heavy weight. Quickest attacks are melee ones thanks to the bowgun taking time to fire.
Neutral-Normal 3-The most painful but basic bullets a bowgunner can hit you with.
Up-Farcaster-Tosses a farcaster at a certain angle. Whatever solid object it hits, you will teleport to. If thrown off a cliff, you will not teleport anywhere.
Side-Evade-All hunters need to know when to run.
Down-Tag Out-Switch to your next hunter. Order goes Swordsman>Lancer>Bowgun

Power-Hammer Warrior-Neutral-Roundsmash-Hold Circle for a few seconds and then release for a painful spinning hammer attack. The longer you hold, the longer you'll spin.
Up-Uppercut-A hammered uppercut right below the chin.
Side-Smash Combo-Push 3 times to do an impressive groundmash to uppercut combo.
Ground-Windup Smash-Hold circle and release for a sheild breaking punish. (Like Ikes/Marth/Roy).

Lancer-Neutral-Finishing Blow-A powerful but slow stab. Can be combo'd with during or after a Dash Attack. Speed is increased if used during Dash Attack.
Up-Sweep-Swing your lance 180 degrees, slicing anything in its path.
Side-Dash Attack-Charge head on with shield out and ready. Anything you run into is going to be poked pretty hard. Can be cancelled by pressing Circle again. Can be quickly combo'd into Finishing Blow.
Down-Counter Thrust-A fast but weak thrust.

Bowgunner-Neutral-Pierce 3-Fire a bullet into your enemy that will pierce their body. It does a total of 5 hits on 1 enemy.
Up-Crag 3-Fire a bullet that plants itself on an enemy. After a few seconds it explodes doing damage to them and anyone near them.
Side-Poison-Fire a shot that will immediately poison the target. The initial bullet does light damage while the poison does a decent amount of damage over time. Poison wears off eventually.
Down-Pellet 3-A shotgun like blast which does better damage if you're close to your enemy.

Supers-Hammer Warrior-Level 1-Stun Novice-The chance to stun enemies increases (probably to 10~20%)
Level 2-Stun Expert-The chance to stun enemies increases even more (probably 40%)
Level 3-Stun Master-Every hit has a 100% chance to stun. Use this time to make incredibly painful combos or do charged attacks. Grabs do not stun. People can't be stunned if they're blocking. If their shield breaks, that's a different story.

Lancer-Level 1-Iron Wall-Your defense rises to unheard lvls. You eat damage for breakfast.
Level 2-Ultimate Iron Wall-Your defense rises to a point of nearly no damage. Your feet stay firmly planted on the stage, no matter how hard they try to knock you off.
Level 3-Iron Tank-You toss down your shield as it isn't needed any longer. For a limited time, you are 100% invincible. You will receive no damage and you won't take any recoil damage. You can still fall off the stage though.

Bowgunner-Level 1-Iron Wall-Your defense rises to unheard lvls. You eat damage for breakfast.
Level 2-Ultimate Iron Wall-Your defense rises to a point of nearly no damage. Your feet stay firmly planted on the stage, no matter how hard they try to knock you off.
Level 3-Max Ammo-Fire bullets constantly without a care in the world. Firing speed increases for max damage.