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    Kratos 
https://static.tvtropes.org/pmwiki/pub/images/avatar_kratos_1_4920.png
THE MORTAL BENT ON THE GODS' DESTRUCTION

"Prepare to join Hades!"

Once the leader of the mighty Spartan army, Kratos has wrenched his fate free from the gods who used him as their servant, swearing to see their reign ended. Known for a brutal approach to combat, he will let nothing stand between him and his quest to find and destroy whomever has gathered the combatants in Battle Royale.


  • Anti-Air: His Brutal Ascension (Up + Triangle) is specifically meant to attack upward with the Nemean Cestus, even passing through platforms.
  • Arrows on Fire: The Bow of Apollo appears in his move-set.
  • Antagonistic Offspring: To Zeus.
  • Badass Boast: Nearly everything that comes out of his mouth is some form of a threat or boast, either from respawning, being selected, or landing a kill.
    "I destroy everything I touch!" (upon getting several kills)
  • Battle Intro: Most of them involve him unsheathing his weapon(s) while grunting loudly. His default intro has him telling the opponents to "Prepare to Die" (which happens to be the name of that intro).
  • The Berserker
  • Blinded by the Light/Decapitation Presentation/Fantastic Light Source: He can use the Head of Helios to temporarily stun opponents. If it is fully charged, affected enemies will be left in a crumple state instead.
  • Camera Abuse: One of his "losing" screens has him punching the camera.
  • Canon Welding: A conversation in God of War Ragnarök implies that the events of this game canonically happened to Kratos, who doesn't want to talk about it.
  • Charged Attack: The Bow of Apollo for extra AP and piercing properties, and the Head of Helios for a crumple.
  • Color Motif: The Attract Mode cinematic spotlight his red tattoos.
  • Composite Character: Judging by his scars, this Kratos is post-GOW2, but he uses the Arms of Sparta from Ghost of Sparta, which he left behind at the end of that game as a Weapon Tombstone for his brother Deimos.
  • Counter-Attack: The Golden Fleece, which even lets him send back projectiles. It's the only counter to launch victims into the air.
  • Dash Attack: The Spartan Charge (Forward + Triangle) traverses a good distance and can absorb projectiles.
  • Excuse Plot: His Arcade Mode, set during the ending of God of War II-slash-opening sequence of God of War III, has him break out from the assault on Olympus to take on the All-Stars to prove his worth to the Titans. (Anyone who's played God of War III will recognize the irony that this isn't gonna do him any good.)
  • Finishing Move: His is a transformation. See more in Super Mode below.
  • Home Stage: The stage "Hades" hails from the God of War series, which gets invaded by Patapon warriors.
  • Idle Animation: He'll either stand up straight for a bit or look behind him.
  • I'll Kill You!: Combined with Prepare to Die, his dialogue is full of this. He tends to get especially enraged when an opponent lands a kill on him (or alternatively, he can be pretty spiteful to those he's already killed). Interestingly, "Prepare to die" is the name of one of his Battle Intros.
    "You will not see the end of this day!"
    "I will see you suffer!"
    "Now you will feel my wrath!"
    "By the Gods I’ll kill you all!"
    "Die, mortal."
    "You have drawn your last breath!"
    "Hades awaits!"
  • Intimidation Demonstration: Every one of his intros is pretty menacing, especially his Ground Punch using the Nemean Cestus.
  • Item Get!
    "What God left this?"
    "I need no gifts from Olympus!"
    "The Gods give me unneeded aid."
    (dismissively) "Mortal weapons..."
    "Why does Olympus aid me?"
    "Flames of Olympus!"
    "I might need this."
  • I Will Tear Your Arms Off: Thankfully, the game's rating won't allow him to enact this.
    "Prepare to lose your head, mortal!"
  • Jack of All Stats: The developers tend to refer to him as "the starting point" for which they've created the roster, having very few exceptional weakness. Seth Killian went so far as to call him "The Ryu" of PSASBR during an interview, referring to how balanced and beginner-friendly he is while remaining competitive in higher-level play.
  • Kick the Dog: Before their rival fight, Kratos knocks over Kane's (Sweet Tooth's) ice cream cone for no reason. This probably looks pretty minor compared to the other crap he's pulled in his own games, but still...
  • Launcher Move: The Olympic Ascension, notable since you can hold it down to follow the victim into the air.
  • Large Ham: It's Kratos. He can't contain his hamminess even in the select screen, let alone upon coming back to life.
    "Let's see what you can do!"
    "I am the God of War!"
    "I! Am the greatest warrior!"
  • Leitmotif: The Rage of Sparta plays for one of his two victory themes.
  • Lightning Bruiser: While intended as a Jack of All Stats, Kratos is more like this in practice. His attacks come out fast, easily combo into each other, and have a lot of range. You'll be hitting the AP cap more often than not with Kratos, and he can also combo into his supers with ease.
  • Limit Break
    • Level 1: He swings the Blade of Olympus directly in front of him over a wide arc. It has pretty good priority, being able to defeat Fat Princess and Big Daddy's Level 2 Supers.
    • Level 2: He uses the Divine Reckoning magic ability, creating a large tornado around himself that touches the ceiling.
    • Level 3: A transformation into the God of War, equipping the Ares Armor and giving him new moves with the Blade of Olympus.
  • Multi-Melee Master
  • Named Weapons: The Blades of Chaos/Athena/Exile, Nemean Cestus, Arms of Sparta, Barbarian Hammer, Golden Fleece, Apollo's Bow, Icarus Wings, Head of Helios and Blade of Olympus.
  • No "Arc" in "Archery": His arrows are subject to gravity.
  • No Indoor Voice: He's possibly the loudest character in the game. This fits him pretty well, as his moves tend to draw a lot of attention to him with their wide range alone. He's altogether a Large Ham in several ways.
  • Palette Swap: His blue alt is based off early concept art, his black alt is based of Fear Kratos, and the white alt is based off the Ghost of Sparta alternate costume from God of War: Ghost of Sparta.
  • Perpetual Frowner: As always, he sports quite the pronounced scowl.
  • Power Fist: The Nemean Cestus appears in a few of his moves. Like many of his melee tactics, it comes with a Variable Chain Length.
  • Pre-Asskicking One-Liner
    "Hades awaits." (Activating his level 1)
    "Die!" (Activating his level 2)
  • The Rival: To Sweet Tooth.
  • Screaming Warrior: His unlockable Victory Poses are mostly screaming.
  • Super Mode: His Level 3 Super has him wear the Armor of Ares and wield the Blade of Olympus, changing his gameplay and size.
  • Shield Bash: He does this with the Arms of Sparta.
  • Skill Gate Characters: While he's regarded as the easiest character to use, and considered an absolute monster in free-for-all, he has an unexpected tendency to do averagely in 2v2 matches, under-perform in 1v1, and has yet to gain many people maining him in the competitive community (as most of them are seasoned enough to know his weaknesses inside and out).
  • Skyward Scream: A losing screen of his has him Raging Against the Heavens while doing this.
  • Spam Attack: He does such an attack with the Arms of Sparta.
    • There have been some complaints surrounding him due to the speed of his Blades of Exile attacks, to the point that players think the average Kratos-user doesn't press anything but the Square button.
  • Trash Talk
    "Pathetic and weak."
    "Face me, coward!"
    "You're no God."
  • Variable-Length Chain: Being Kratos, this is a requirement.
  • Walking Shirtless Scene
  • Winged Humanoid: The Icarus Wings are used to gain height before they vanish from sight (like in his home games).
  • Wolverine Publicity: This is Kratos' third fighting game after his appearance in Soul Calibur: Broken Destiny and Mortal Kombat 9. That doesn't account for his appearances in LittleBigPlanet, ModNation Racers, Hot Shots Golf...
    • His popularity is so significant that he's almost always played up as the "face" of PSASBR in trailers, promotional material, on the web site, on the box-art and everywhere else PSASBR is mentioned (except for in Japan).
  • You Have No Chance to Survive
    "Death is the only way to escape."
  • You Will Not Evade Me: His Forward + Square involves catching opponents so he can rush into them. To many anti-Kratos players' frustration, it has auto-aim (unlike is the case with PaRappa and Nariko).

    PaRappa 
https://static.tvtropes.org/pmwiki/pub/images/avatar_parappa_1_1332.png
SUCCESS WHEN HE BELIEVES IN HIMSELF

"Time to jam!"

With his trademark orange beanie and ever-present microphone, PaRappa entertains crowds the world over with his freestyle rapping and skateboarding prowess. Trained by Chop Chop Master Onion, PaRappa is as formidable in combat as he is on stage, bringing all of his talents to bear, the most important of which is his indomitable belief in himself.


  • Adaptational Badass: His knowledge of kung-fu is about to come full-circle.
  • Always Accurate Attack: His Level 3 Super is a short cinematic of him performing "I Gotta Believe", which kills everyone else on screen after it's over.
    • Awesome, but Impractical: The move is virtually useless outside four-player free-for-alls. Some will even say his Skater Boy Level 2 Super, with its tremendous speed, is good enough to almost-always net 3 kills, potentially more if the other players do something to end their own respawn invincibility.
  • Anti-Air: His Flip! attack (Up + Triangle) can only hit above his head using his skateboard. Meanwhile, Blast It Up! (Up + Circle) ejects opponents in a large area above his head.
  • Badass Boast: His kill-lines.
    "I'm the man!"
    "PaRappa's the man!"
    "You should'a believed!"
    "Never missin' a beat!"
    "Just cuz you're slow doesn't mean that you can't flow."
  • Bare-Fisted Monk: He certainly makes Chop Chop Master Onion proud with the sick Martial Arts he uses in his moveset.
  • Brick Joke: His intro has him and his friends looking at a Joe Chin comic book and Parappa skating off to become a hero and get his own comic book. When he returns in the ending, everyone notes that Joe Chin left due to him being uninvited to a special tournament.
  • Catch and Return: His neutral triangle has him swinging his skateboard like a bat, and can return projectiles with good timing.
  • Close-Range Combatant: Perhaps the most extreme example.
  • Color Motif: The E3 trailer spotlights his mic giving off a bright green.
    • The Attract Mode cinematic spotlights the orange of his beanie.
  • Cool Board: His Level 2 Super involves him running down his enemies on his.
    "Step on the gas!"
    "My skateboard n-eeever stops!"
    • Outside of Supers, he can use it as a blunt instrument or as a shield for his blocking animation.
  • Dash Attack: Dash! (Aerial Forward + Triangle) is essentially Parappa's entire means of getting around effectively. He quickly dives downward, skateboard first in order to trip up enemies upon impact, and done from a high enough starting point, he can traverse an entire stage before landing.
  • Doggy Hummingbird: He does the windmilling-arms variety as a melee attack (Forward+Circle).
  • Excuse Plot: In his Arcade Mode, he wants to show his friends that he's as cool as PaRappa antagonist Joe Chin... by bashing some punks' heads in with his karate.
  • Expy: He's the only character with a direct equivalent in Super Smash Bros., in the form of Mario; he's one of the oldest characters represented (being beaten out only by Sweet Tooth), and he's a straightforward, beginner-friendly Jack of All Stats.
  • Fighting Clown: He's fairly unusual in his gameplay style; his fighting prowess isn't particularly strong due to his short limbs (though he can be brutally effective at very close range) and he's able to generate free AP with Boxy Boy, which can allow him to overtake the other players assuming no one pays attention to him. His Level 3 Super has him rapping, which somehow kills all the other characters on-screen.
  • Finishing Move: Being a cinematic Level 3 Super, his is impossible to avoid or block.
  • Friend to All Living Things: In both the intro and their rival cutscenes, he protects a Pipo Monkey from Spike. Considering why Spike typically chases them, whether this is a good idea or not is purely up to debate.
  • Fun Personified: PaRappa's attitude sticks out quite a bit against all the grim anti-heroes filling the roster.
  • Home Stage: The "Dojo" comes from his home game, which gets invaded by a Helghast Tactician Drone from the Killzone series.
  • Idle Animation: When left alone he dances rhythmically on the spot, bringing to mind some of the animations from his home games. Left for a long while has him yawning or brushing himself off.
  • I Know Madden Kombat: Skateboarding. As a fighting style.
  • Intimidation Demonstration: His "How About a Punch?" intro has him showing off his punching speed.
  • Item Get!
    "Maybe this could help."
    "This will help."
    "I got it!"
    "Way cool!"
    "Hooray!"
  • Jack of All Stats: He's one of the most straightforward characters in the game, with decent speed, decent power, and manageable range. This is lampshaded by the fact that he's the Tutorial character when the game is started for the first time.
  • Keet: No matter what happens, he just can't be kept down.
    "We gonna put on a show!"
    "Let’s pump up the volume!" (after respawning)
    "Time To Dance!"
    "Let's kick it!"
    "Let's party!" (after respawning)
    "Just party!"
  • Limit Break
    • Level 1: A short-ranged somersault kick directly in front of him.
    • Level 2: He rides around very fast on his skateboard, killing anyone he runs into.
    • Level 3: A cinematic rap which clears the screen of every other player.
  • Loud of War: One of his attacks involves holding Boxy Boy up in the air, blasting enemies away with the sound.
  • Mandatory Unretirement: Meta-example: Dred Foxx hasn't been called for any roles since the last PaRappa game, yet Superbot went specifically seeking him out to fit back into the character. Vocal Evolution is quite justified in this case.
  • Mundane Utility: He uses the All-Star Power to become a better rap performer.
  • Nice Guy: He's among the less hostile characters in the roster, alongside Sackboy and Kat. He's only fighting in the Battle Royale to prove himself, rather than for treasure, revenge, or general bloodlust. Even his rival cutscenes play into this, as he's only fighting Spike because he thinks he's bullying a harmless monkey. (Also, Spike has some serious trust issues.)
  • Non-Standard Character Design: On a massive level.
  • Not Helping Your Case: After Spike already suspects he's in league with Specter, while PaRappa does maintain he's actually in league with Chop Chop Master Onion and doesn't even know who Specter is, he didn't need to mention that the Old Master probably wasn't trying to take over the world...yet.
  • Official Couple: Sunny shows up in his thought bubble at the start of every match. Acknowledged in one of his winning screens.
    "Dedicated to Sunny Funny."
    "I did my best for Sunny Funny."
  • Paper People:
    • Much like in his own series, except now he's depicted as being cardboard-thick.
    • His air dodge has him turn to his side, becoming perfectly flat and helping him escape whatever attack is coming at him. How this works in a 2D fighting game is anyone's guess.
  • Pintsized Powerhouse
  • Pre-Asskicking One-Liner
    "'Funky!" (activating his Level 1)
    "My skateboard n-eeever stops!" (activating his Level 2)
  • Rapid-Fire Fisticuffs: The Thousand Fists move. He uses it in a Battle Intro to show off.
  • The Rival: To Spike.
  • Schmuck Bait: Sure, PaRappa's Boxy Boy can give away AP to the other players, but drawing in his enemies to a range that he's comfortable with plays into his advantage quite well.
  • Screw the Rules, I'm Doing What's Right!: PaRappa confronts Spike over hunting seemingly innocent (albeit rambunctious) monkeys all the time.
  • Shoryuken: Just one of his means of melee. It can be held down to add height and let PaRappa rise with the target.
  • Spam Attack: His aerial Down+Square is called the Thousand Kicks for good reason. His mashing Square combo is similarly deserving of the title "Thousand Fists."
  • Theme Naming: Nearly all his attacks have an exclamation point on the end.
  • Unblockable Attack: His level 3 Super can not be blocked.
  • Vocal Evolution: Despite being voiced by the same person who voiced him in his series, he sounds hugely different, because the last PaRappa game was released in 2001 (2002 outside of Japan).
  • V-Sign: Take a look at his profile shot. Also appears during his Victory Pose in the results screen.
  • Waxing Lyrical: As combat banter, and from his own game's soundtrack, naturally.
    "Kick! Punch! It's all in the mind!" (taken from "Chop Chop Master Onion's RAP" in the first game)
    "Punch, chop, kick, turn and pose!" (taken from "Chop Chop Master Onion's RAP" in the first game)
    "Step on the gas!" (taken from "Instructor Mooselini's RAP" in the first game)
    "Rhythm is slow, don't mean that you can't flow." (based on "Prince Fleaswallow's RAP" in the first game: "Just because the rhythm is slow / That don't mean that you can't flow")
    "The key is love!" (based on "Prince Fleaswallow's RAP" in the first game: "Remember, strike it rich, the key is love")
    "I got the funky flow!" (based on "In the rain or in the snow / Got the got the funky flow" from "Prince Fleaswallow's RAP" in the first game)
    "Now we're on a roll!" (taken from "Cheap Cheap the Cooking Chicken's RAP" in the first game)
    "The cake is done while we were sitting around!" (taken from "Cheap Cheap the Cooking Chicken's RAP" in the first game)
    "You are a chicken, from the kitchen." (based on one of Cheap Cheap's lines from "All Masters' RAP" in the first game: "I am a chicken/From the kitchen")
    "P to the A to the R to the A!" (taken from "Parappa's Live RAP" in the first game)
    "It's time to get romantic." (taken from "Romantic Love" in the second game)
    "Let's get it on!" (taken from "Romantic Love" in the second game)
    "I'm legit, takin' care of business!" (based on "B.I.G." in the second game: "I never get scared, I'm straight up legit / Always in control, I patrol my hood / Takin' care of business, stoppin' crime for good")
    "Gonna put you back, son." (based on "Put you back, son / Come on you gotta go", from "B.I.G." in the second game)
    "Listen to the music and keep up the mix!" (taken from "Hair Scare" in the second game)
    "Romantic, dramatic, but never panic." (taken from Chop Chop Master Onion in "Food Court" in the second game)
    "Always believing, never retreating!" (taken from "Always Love!" in the second game)
    "I hope you all had a great time too." (taken from "Always Love! in the second game)
  • You Will Not Evade Me: He make use of the chord on his microphone as a Get-Over-Here chain. It gives off a feedback squeal.

    Fat Princess 
https://static.tvtropes.org/pmwiki/pub/images/avatar_fat_princess_1_1425.png
A BUBBLY PRINCESS IN SEARCH OF CAKE

"Get ready to eat cake!"

Revered by her subjects in her kingdom, the Princess's insatiable love of cake has led her, and her troops, to nearby kingdoms in search of the baked goods she craves. Her sweet nature should not be confused with a lack of fortitude, as she and her guards make short work of anyone who dares stand between her and her prize. When the Princess puts her mind to something, look out!


  • Acrofatic: So much so that she's used in a combat trial meant for teaching jumping and movement (though it's themed around floating cake).
  • Adaptational Badass: She does literally nothing but eat cake in her home series.
  • Adipose Rex: Um, no duh.
  • Ass Kicks You: Aside from her Down + Triangle attacks, the Princess' Down + Throw also has her knock her opponent over before sitting on them.
  • Ate It All: During her ending, when asked if she brought any cake back from her travels, it's really not hard to imagine the answer.
  • Balloon Belly: One of her Battle Intros starts her out at her petite size, only for her to fatten massively from eating a single cake. Curiously, a few of her her "losing" and "winning" screens have her shrink back down.
  • Battle Intro: One has her performing a pirouette while another has two of her servants struggling to carry her into combat.
  • Big Eater: It should go without saying.
    "Me, you, and cake." (upon being selected)
    "Promise to feed me?" (upon being selected)
  • Bring It: One of her taunts has her turning her backside on the enemy while singing "Na-na na-na na na!"
  • Charged Attack: She can spin her neutral Square (scepter attacks) around for a crumple-inducing smack with proper charging. She can also charge her ground Down + Triangle (the butt stomp) for added distance/power.
  • Color Motif: The E3 trailer and Attract Mode cinematic both spotlight the golden, yellow sheen of her crown.
  • Combos: You wouldn't think it from looking at her, but she's one of the more combo-oriented characters on the roster, especially notable since she doesn't come from a hack-n-slash or fighting game like the other combo-fiends. Essentially, she's a lot like using the Doppelganger Style from Devil May Cry 3: Dante's Awakening with a hint of Morrigan's Astral Vision, while some have called her "a walking MvC team." She's capable enough on her own, but the classes rushing through the air let her lengthen combos and catch opponents off-guard to mess them up royally with some brutal mix-ups.
  • Composite Character: By default, she appears to be Princess Plump. However, not only do her alternate costumes look like the other princesses (including her canonical blue counterpart "Princess Muffintop"), the colors of the assist also change to resemble the citizens of the respective princess's countries, implying that Fat Princess represents all the princesses from the game, canon or not.
  • Cute Clumsy Girl: Her neutral Triangle is a ballerina pirouette, but she fails half-way through it and lands on her butt. The shockwaves this generates manages to make it even more effective.
  • Dance Battler: Or at least an attempt at being one. Most of her moves utilize graceful ballet maneuvers, but the actual grace is negated by her sheer girth.
  • Dash Attack: Her Belly Bounce (Aerial Forward + Triangle) is a fast, forward-facing air-dash. It can be performed twice off a double-jump, letting her cover the length of a screen.
  • Every Proper Lady Should Curtsy: She seems to think so during a certain Battle Intro.
  • Excuse Plot: In her Arcade Mode, she's out to reach a rumoured land she hasn't plundered for cake yet.
  • Fighting Clown: She's far from the only example, but she's managed to become the page image regardless.
  • Finishing Move: Her Level 3 Super has her call upon the villagers to fill the screen while she sits around eating cake.
  • Flunky Boss: She heavily relies on calling on the classes to help her out; her Level 3 Super even fills the screen with them. When summoned, they move autonomously of the Princess, allowing unique set-ups.
  • Foe-Tossing Charge: Her level 1 Super is this. Anyone caught between her and cake is flattened without her seeming to notice.
  • Food Porn: Her E3 intro includes a high-definition close-up of the frosted, chocolate sponge cake (topped with a maraschino cherry) that she's about to gobble down, set alongside her smiling face.
  • Ground Pound: One of her means of attack, and it's a high-speed sit.
  • Hollywood Density: Her servants struggle to carry her in several of her intros, but all the other fighters can pick her up with ease.
  • Human Hammer-Throw: One Armed no less!
  • Idle Animation: One has her toss a cherry in the air and catch it in her mouth, while another has her flipping her hair back and checking her nails.
  • Item Get!
    "Oooh, a present!"
    "Oooh, I like it!"
    "Yummy! Dessert!"
    "Look at me!"
    "I have a present for you."
  • I Was Told There Would Be Cake: Or at least she's convinced of this. This trope is the entire justification for her participation in Battle Royale, though it also has to do with her tremendous appetite depleting most of the cake reserves in her own and the neighboring kingdoms.
    "Do they have cake here?"
    "Does the winner get a snack?"
    "Break for cake!"
    "Where's the cake?"
  • Jiggle Physics: In more places than the one you're thinking of...
  • Kicking Ass in All Her Finery: Wears her princess attire into battle.
  • The Klutz: Not a very effective dancer as Cute Clumsy Girl explained above.
  • Launcher Move: Her Scepter Slash (Up + Square, like most Launchers).
  • Limit Break
    • Level 1: A cake appears in her path, causing the Princess to rush towards it, crushing anyone in her path. An early warning involves a line of pink hearts drawn between her and the cake.
    • Level 2: Runs around attacking other classes atop a giant chicken. As a transformation, this offers her a certain level of invincibility to certain offending Supers.
    • Level 3: Mages shoot Fireballs from all sides, Workers drop bombs willy-nilly, and Warriors run around swinging their swords. Escaping this one is comparable to avoiding highway traffic.
  • Mighty Glacier: Especially since her royal body-guards are somewhat slow to appear.
  • The Minion Master: Possibly her most distinguishing feature.
  • Palette Swap: Her standard appearance in all promotional material casts her as Princess Plump of the Red Kingdom. Naturally, her 4P alternative outfits spotlights Princess Muffintop from the Blue Kingdom. This isn't new; her home series also placed a distinctive interest in the Red Princess, making her the main princess in the story-line.
  • Pirate: She dresses as one for her pre-order costume.
  • Pre-Asskicking One-Liner
    "Cake please!" (Activating her level 1)
    "Chicken!" (Activating her level 2)
    • The narrator gets one in her level 3 Super:
      "To Titania's greater glory!"
  • Pretty Princess Powerhouse: Anybody royal that can eat cake and flaunt a pink dress in the middle of combat deserves some credit.
  • Princesses Prefer Pink: Her 1P outfit, anyway. Her 4P alternative outfit chooses True Blue Femininity.
  • The Rival: To Evil Cole.
  • Say My Name: She says her own after respawning from a K.O.
  • Serious Business: She's here for cake and nothing else.
  • Shoryuken: As unexpected as it is, her Ballerina Smash (Up+Triangle) is essentially this. She jumps forward while spinning, getting in multiple hits in the process.
  • Slasher Smile: Pulls a particularly creepy one at the end of her arcade mode.
  • Spin Attack: She has a few moves like this.
  • The Smurfette Principle: She's aware of how few females there are on the roster.
    "Let's get those naughty boys."
  • The Snack Is More Interesting: In the heat of combat, she'll ask the other competitors:
    "Anyone hungry?"
    • Even during Heihachi's Level 3 Super, when she's about to be launched into space, she just keeps taking bites out of her cake slicenote .
    • In the opening, when Sir Daniel bows to her, she just looks disinterested and walks away, taking a bite of her cake.
  • Staff of Authority: She whacks her enemies with hers.
  • Stout Strength: For being so tubby she can grab and send other characters flying with just one arm. The fact that she can smack and launch others around with her staff of authority also speaks of her plain power.
  • Sure, Let's Go with That: When the narrator explains how much she loves cake he hesitates before describing her knock down, drag out extortion tactics for cake from neighboring kingdoms as 'visits'.
  • Trademark Favorite Food: Guess.
    • There's actually a mini-game in the combat trials designed with her in mind; it's meant to teach jumping and movement by having the player (Fat Princess by default) collect 21-50 pieces of floating cake before the timer runs out, not unlike Break the Targets.
  • Trash Talk: Fat Princess can taunt with the best of them, though sometimes it's simply her giggling.
    "I'm too much for you!"
    "A E I Own U!"
    "Who's your princess?"
    "*panting* I can't stop."
  • You Don't Look Like You: Perhaps the only character not to be very close to their game's original art-style, though this might have to do with Titan Studios being effectively closed-down by the time All-Stars began development: there wasn't anyone around to consult on her design.
  • You Fight Like a Cow: Considering the sort of competitive multiplayer game she came from, it's to be expected.

Assist Character: The Classes

  • Utility: Standard attack (Circle moves) and Level 3 Super
  • Role: Melee and ranged support

    Sweet Tooth (aka Needles Kane) 
https://static.tvtropes.org/pmwiki/pub/images/avatar_sweet_tooth_1_5724.png
PSYCHOPATHIC CLOWN

"Time for some fun."

Marcus Kane had it all — big house, beautiful family, and a great job serving ice cream to the neighborhood kids. Then something went wrong. Very wrong. When he donned the mask and became Sweet Tooth, there was no going back. Now he carves a path of destruction and desolation, whether in his legendary ice cream truck or on foot. Violence is what he craves, wherever it can be found, and whomever it can be inflicted upon.


    Colonel Mael Radec 
https://static.tvtropes.org/pmwiki/pub/images/avatar_colonel_radec_1_4984.png
VICIOUS LEADER OF THE HELGHAST FORCES

"For the glory of Helghan!"

Colonel Mael Radec is a brilliant tactician who leads his troops from the front. His unwavering focus on victory at any cost has made the conquest of Helghast a formidable task for the ISA. He brings that same ruthlessness to personal combat, where he is the human personification of a shark — all of his training focused to a singular purpose: the destruction of his enemy.


  • Anti-Air: Several. His Shotgun (Up + Triangle) ejects opponents diagonally in front of him, while his Teslite Grenade and Arc Rifle both create a floating, lingering trap floating just out front of him. For anyone getting past those, his Up+Square has him stab the air with his knife. Despite all this, he doesn't have a single move aimed directly above his head.
  • The Bad Guy Wins: His ending has him wielding the All-Star Power that he gained from Polygon Man. Try imagining what he's going to do with it.
    "If the people of Helghan and the ISA invaders think they know the power I carry, they're wrong. And being wrong in this case will cost them... dearly."
  • Badass Boast: His respawning quotes, among others.
    "Let's make them pay."
    "This will be a day of mourning."
  • Battle Intro: One has him pinned down under heavy fire from behind his shield, another has him shooting his rifle to his left and right, while his final intro has him receiving his orders from his ear-piece before taking aim.
  • Blood Knight:
    "Let us begin."
    "Let us meet in combat."
    "Prepare for combat."
    "Prepare to do battle."
    "Onward to victory."
    "This battlefield will do."
  • Colonel Badass: He's a colonel who can hold his own against the likes of superpowered combatants like Kratos, Jak, Big Daddy, Cole McGrath, and freaking Zeus with nothing more than a large array of knives and firearms. Clearly, Radec qualifies for this trope.
  • Color Motif: The E3 trailer and Attract Mode cinematic spotlight the glowing, orange eyes of his mask.
  • Cool Helmet: With a Cool Mask.
  • The Comically Serious: How Radec interacts with Sir Dan in their rivalry cutscenes. This trope makes their cutscenes quite possibly the funniest in the game.
  • Crosshair Aware: His Level 1 Super forces him to stand firmly in place while the player takes aim with an on-screen reticle. The crosshairs light up in red when they've found their target, and any opponent inside those crosshairs will be homed in on by the rockets he fires.
  • The Dragon: Many of his lines addressing the player seem to suggest he sees himself as one.
    "As you wish." (upon being selected)
  • Excuse Plot: In his Arcade Mode, he goes out on a pre-emptive strike against the "aliens" from beyond planet Helghan before they can become a threat to the Helghast Empire.
  • Finishing Move: A first-person shooting mode, which is also the fastest-reaction first-person shooting Level 3 in the game, making it into a sort of Sniping Mission. See more in Unexpected Gameplay Change below.
  • Fire-Breathing Weapon: The VC1 Flamethrower is among his considerable arsenal. It has short range and a very easily interrupted start-up, but anyone fully caught by it won't be able to escape.
  • Firing in the Air a Lot: One of his Victory Poses has him do this.
  • Fist Pump/Gloved Fist of Doom: His victory pose in the results screen has him doing the dominant-victory variation.
  • Glass Cannon: He's terrible up close, but very, very effective from a distance.
  • Glowing Eyes of Doom: His intro in the E3 trailer plays up this aspect of his mask, bringing to mind the covers of the Killzone titles.
  • Gotta Kill Them All
    "I will slaughter them all."
    "Show no mercy."
    "Didn't I kill all of you yet?"
  • Grenade Spam: Frequently and generally used to discourage approach.
  • Hand Cannon: The VC8 Shotgun Pistol has as much kick as Sweet Tooth's shotgun. He can fire it in mid-air with one hand.
  • Home Stage: The "Invasion" stage takes place on the surface of Helghan, where it eventually gets invaded itself by Ape Escape characters.
  • Hyperspace Arsenal: His normal weaponry would be collectively impossible to carry all at once (he pulls them out of nowhere), but counting his Super-only guns is where this gets ridiculous (the Arc Cannon is about as tall as him).
    • On a side-note, to balance out the natural range of his weaponry, there's a slight delay when switching between them. To medicate this drawback, he's always holding the last gun fired.
  • Idle Animation: He tends to check his equipment a lot.
  • Informed Ability: His tactical prowess, while a heavily acknowledged and respected aspect of his character in Killzone, doesn't get much opportunity to be showcased in a fighting game, where his primary strategy amounts to shoot-shoot-shoot-shoot-shoot.
  • I'll Kill You!: Most of his quotes.
    "Death to you."
    "Die, scum!"
    "Waste of flesh!"
  • Invisibility Cloak: Plays a big part in his means of evading close-quarters combat. One Battle Intro has him appear suddenly with it as well.
  • Item Get!:
    "Primitive, but effective."
    "This will do."
    "This weapon will perform adequately."
    "Weapon retrieved."
    "Interesting."
  • Kick Them While They Are Down: His Down+Throw.
  • Know When to Fold 'Em: A certain losing animation has him getting up from the ground, activating his cloak, and leaving.
  • Leitmotif: Helghan Forever plays as one of his victory themes.
  • Lightning Gun: The VC5 Arc Rifle exists in his arsenal.
  • Limit Break
    • Level 1: Radec takes careful aim before firing a short burst from the StA-X3 W.A.S.P. Launcher, which will home in on opponents caught in the crosshairs. He can be interrupted during this state.
    • Level 2: A long, fast burst from his StA-5X Arc Cannon.
    • Level 3: He activates his StA-X6 Jetpack and takes off into the foreground, entering a first-person mode that lets him pick off enemies.
  • Long-Range Fighter: Radec has very little in terms of close-range options or combos, but possesses a large variety of projectiles he can use to keep opponents at bay from every possible range.
  • Might Makes Right
    "Kill or be killed."
  • Military Salute: One of his win screen animations, where his real eyes can briefly be seen.
  • Nothing Personal: As he claims after getting a kill.
  • Painfully Slow Projectile: Only his sniper rifle is instantaneous, and all his other bullet-firing weapons function more like missiles.
  • Pre-Asskicking One-Liner
    "I'm finished with you!" (activating his Level 1)
    "Time to end this." (activating his Level 2)
    "Expect no mercy." (activating his Level 3)
  • The Rival: To Sir Daniel.
  • Sean Connery Is About to Shoot You: One of his victory animations has him point his Shotgun Pistol at the screen.
  • Short-Range Shotgun: His Up+Triangle may as well be a melee weapon.
  • Signature Move: Anything involving his cloak, knife, and modified StA-3 Light Machine Gun.
  • Sniper Rifle: The VC32 Sniper Rifle has no maximum range, meaning anyone in its sights suffers heavy Knockback (it has amazing kick). It also uses a Laser Sight as an early indicator for both the user and the target.
  • Standard FPS Guns: Many.
    • Knife: Used in his Side+Throw with the M32 Combat Knife.
    • Pistol: His Side+Square utilizes the VC8 Shotgun Pistol.
    • Shotgun: Appears in his Up+Triangle.
    • Automatic weapon: His neutral Triangle fires three shots from his StA-3 Light Machine Gun.
    • Grenades: His Down+Triangle bounces a M194 Fragmentation Grenade.
    • Sniper Rifle: The Side+Triangle fires the VC32 Sniper Rifle.
    • Rocket Launcher: His Level 1 Super is the StA-X3 W.A.S.P. Launcher.
    • Flamethrower: His Down+Circle is the VC1 Flamethrower.
    • Energy Gun/BFG: His Level 2 Super takes up both spaces with the StA-5X Arc Cannon.
    • Gimmicky Weapon: His TR-X Teslite Grenade functions nothing like it would in Killzone, being made to float in the air and explode in a perfectly round, localized electric shock. In short, it was made to be useful in a fighting game.
  • Sticky Bomb: His neutral Circle attack fires the VC21 Boltgun, leaving an exploding bolt on anyone or anything hit with it.
  • Trap Master: A small part of his fighting style not devoted to long-range is devoted to prediction and influencing combat-flow, such as with the teslite grenade, bouncing fragmentation grenades, arc rifle, and his ability to quickly cloak and fall back while leaving a grenade on the spot.
  • Trash Talk: One of his taunts has him twirling his knife impressively while telling his opponents they lack skill. He has others as well.
    "You're no soldier."
  • Trick Bomb: The TR-X Teslite Grenade releases an electric charge in its vicinity for a few seconds, and is able to float diagonally above Radec's head, thus denying approach.
  • Unexpected Gameplay Change: His Level 3 has him fly off-screen on a Jet Pack to pick off his enemies in a first-person shooting mode in the gameplay-style of Killzone.
  • Videogame Flamethrowers Suck: His has some of the worst range for a projectile weapon in the entire game, even less than Kratos' blades. Despite clearly being a melee tool, its start-up is agonizingly long and he's essentially locked into the commitment once it's activated.
  • Weapon Twirling: He does this with his knife, in-story and gameplay.

    Sly Cooper 
https://static.tvtropes.org/pmwiki/pub/images/avatar_sly_cooper_1_2005.png
A MASTER THIEF AND HIS GANG

"Steal what's mine, then you better expect company."

Descended from a line of thieves which stretches back centuries, Sly continues the family tradition with grace and aplomb. With the help of his friends Bentley and Murray, the raccoon has infiltrated even the most heavily fortified locations while making away with treasures thought impossible to steal. Favoring stealth, reconnaissance, and cunning over brute strength, Sly and the Cooper Gang always stay two steps ahead of opponents.


  • Adaptational Badass: Downplayed; while Sly has had no problem throwing down when needed, his repertoire in this game includes abilities he's never had before, such as teleportation and electrifying the ground with his Rail Slide.
  • And the Adventure Continues: After retrieving the pages of the Thievius Raccoonus from Nathan Drake, Bentley finds out that they've been translated into Ancient Mesopotamian. Murray then starts the Cooper Van as they head off to find the nearest translator.
  • Assist Character: He occasionally enlists the help of Bentley and Murray in his Supers, but otherwise he fights on his own.
    "Glad I could help!"
    -Murray after helping
  • Battle Intro: His default has him drop in from off-screen and one of them has him slowly sneaking onto the stage, turning to the audience, and a finger on his lips to say "Shh...". Another has him pop his head up from the foreground before jumping onto the 2-D stage. He doesn't seem to have an issue screwing the fourth wall.
  • Blatant Burglar: His DLC costume places him in a striped prison shirt, as seen in Thieves in Time.
  • Cane Fu: Overlaps with Hooks and Crooks, which is his weapon.
  • Charged Attack: His grounded Down + Square (Spinning Strike) can be charged to turn it into an effective Spin Attack that trips on both sides.
  • Color Motif: The E3 trailer spotlights his cane, outlined with blue.
    • The Attract Mode cinematic has his cane's hook highlighted in gold.
  • Composite Character: Sly uses his older design from Thieves in Time, but he retains several of his gadgets from the PS2 games, including the hat mines and decoys from Thievius Raccoonus and the Alarm Clock from Band of Thieves.
  • Counter-Attack: Possibly the strongest counter in the game: it activates instantly, and if he's hit at any point while using his Decoy (that includes by projectiles), then he'll teleport behind and electrically shock whoever did it at nearly any distance. Many Sly players describe this as his equivalent to the block, which he lacks.
  • Domino Mask: He wears a black thief mask over his eyes, just like in his home series.
  • Excuse Plot: In his Arcade Mode, Drake stole pages from the Thievius Raccoonus and he wants them back.
  • Exploding Barrels: His Up + Circle move has him hop into a Cherry Bomb 500.
  • Finishing Move: His is oddly direct, in contrast to his primarily sneaky playstyle. See more directly below.
  • First-Person Snapshooter: His Level 3 Super has him jump off-screen to inexplicably pick off his enemies by taking pictures of them.
    "Nice mug!"
    "Hah! Look at that ugly mug!"
  • Fragile Speedster: Has a lot of mobility options in his teleport and decoy moves, but he can't block and doesn't have many options for combos.
  • Groin Attack: His Up + Throw has him knee the victim this way before caning them into the sky like a golf ball. Yes, this move works on both genders (for however much that matters).
  • Ground Pound: His Knockout Dive functions like one.
  • Half-Dressed Cartoon Animal: Wears a blue shirt and hat, but no pants.
  • Hammerspace Parachute/Puny Parachute: The Paraglider Power-Up from Band of Thieves can be used by holding the X button after jumping. It also shows up in his rival cutscene with Nate.
  • Home Stage: "Paris", just as it appears in the first Sly Cooper game. Eventually, the Negativitron from LittleBigPlanet shows up.
  • Idle Animation: He's often looking around cautiously, but sometimes he uses his cane as a back-scratcher.
  • In a Single Bound: Sly can perform a Mega Jump (lifted from a late-game mission in the second game) by holding up while jumping, granting him far more height than a normal jump would.
  • Intimidation Demonstration: "Slipped Right In" is an intro that has him teleporting to the battlefield while casually sitting seiza style.
  • Item Get!
    "I haven’t stolen anything... yet."
    "Thank you very much."
    "Well, convenient."
    "Keep the engine running."
    "Handy gadget."
    "Adding you to my loot."
    "Cool!"
    "Thanks, Bentley!"
    "Let's blow stuff up!"
  • Land Mine Goes "Click!": His Explosive Hat Technique power-up, though the explosion is comparatively smaller than Sweet Tooth's mines.
  • Let's Dance: Many of his more vague threats reference dancing.
    "Let's tango!"
    "Let's share this dance."
    "Thanks for the dance."
  • Limit Break
    • Level 1: Murray performs a charging tackle that combines the Thunder Flop and the Berserker Charge, and crushes anyone in front of Sly.
    • Level 2: He flies around the screen dropping bombs using Carmelita's jetpack.
    • Level 3: Bentley helps Sly over the binocucom as he uses it to snap pictures of his opponents, which KOs them somehow.
  • Loveable Rogue: He doesn't think much to brutalize his enemies, even after they've K.O-ed him. He instead calmly threatens/responds with:
    "Better check your pocket every now and then."
    "Get ready to be robbed."
    "Goin' in!"
    "Show me your hand, and I'll show you mine."
  • Mechanically Unusual Fighter: Unlike every other character in the roster, Sly can't block and instead turns invisible. This makes him extremely frail, but enhances his mixup potential.
  • Nothing Personal: He maintains this after landing a kill.
    "It’s nothing personal."
  • Power-Up: Not in fighting gameplay terms; he carries many gadgets from his home series that were originally Power-Ups, like the Alarm Clock.
  • Pre-Asskicking One-Liner
    "This is where things get fun!" (said when he activates his Level 2)
  • Rascally Raccoon: Though Nate doesn't quite figure this out at first, calling him "Squirrel Boy" (but then again, he was hardly trying to be flattering at the time).
  • The Rival: To Nathan Drake.
  • Rolling Attack: His Roll maneuver from Sly Cooper and the Thievius Raccoonus gives off a powerful electrical shock and will usually duck under projectiles.
  • Schmuck Bait: The Alarm Clock is loud and annoying, making its presence quite known when used. It also functions as an excellent baiting technique, since anyone getting close to it is stunned.
  • Shock and Awe: His Alarm Clock, Cane Stun, Electro-Magnetic Raccoon Roll, Charged Voltage Attack, Rail Slide Plus, and, if landed, his Decoy Counter all have electrical effects associated with them.
  • Slide Attack: His ground Forward + Circle, which leaves a trail of electricity behind him. It seems to be derived from Rail Sliding, minus the electricity.
  • Smoke Out: He can do this.
  • Spring Jump: He has an extremely high jump by pressing Up+X that has him reach from the bottom of the screen to somewhere near the mid-section in a large stage, which none of the other fighters can do with their legs alone.
  • Status Effects: His Down + Triangle moves can cause Confusion, which really just manifests as an Interface Screw with players, while causing CPUs to go haywire. He utilizes electricity in several of his moves to shock/stun opponents as well.
  • Stealth Expert: The intention with his gameplay style; while invisible, he'll wait aside till he can get an opportunity to Back Stab one of the other players and steal their AP. Otherwise, he mainly relies on dashes, quick rushes, escapes, and the occasional Sucker Punch.
  • Super Drowning Skills: Acknowledged: if he lands in any water, he automatically hops into his barrel so he can float around in it while he paddles back to land with his cane.
  • Teleporters and Transporters: One ability he's never shown before in his own games he can do in this one.
  • Three-Point Landing: His profile image and in a Battle Intro.
  • Trash Talk
    "Chasing after shadows again?"
    "Like stealing from a baby."
    "You are no challenge and no fun."
    "You are stew-pid."
    • Not just his fight dialogue either: he has this to say to Drake over their rival cut-scene:
    "Careful, careful: a real thief would know just how valuable [the pages of the Thievius Raccoonus] are[...] They're definitely not the property of some two-bit treasure hunter who 'found' them."
  • Visible Invisibility: He eschews the ability to block for this. Since even his icon disappears with him, it can be just as hard for the person playing as him to find him (aside from a thin outline and a small cloud of dust left wherever he lands).

Assist Character: The Cooper Gang

  • Utility: Level 1 and 3 Super
  • Role: Frontal charge and recon sniping
  • Voiced by:
    • Murray: Chris Murphy
    • Bentley: Matt Olsen
  • Japanese Dub:
  • The Big Guy: Murray, being a hippo and the muscle.
  • Fun Size: Murray appears as a Minion too.
  • The Lancer: Bentley, as usual, is the more practical one who calls out Sly for being wreckless. Regardless, they're friends to the bitter end.
  • Large Ham: The Murray will flatten all in his way!
    "It's true! Our awesomeness did explode like dynamite in their fat faces!"
  • Mission Control: Bentley serves as this in Sly's Level 3, telling him to focus on his tagets.
  • Pre-Asskicking One-Liner
    "Glad I could help!" (Murray, when Sly activates his Level 1)
    "Sly, focus on as many targets as possible!" (Bentley, when Sly activates his Level 3)
  • Signature Move: Murray's Thunder Flop. Specifically, a charging version that seems to combine it with the Berserker Charge move from Band of Theives.
  • Stout Strength: Murray, being a hippo, is both strong and huge.

    Nathan Drake 
https://static.tvtropes.org/pmwiki/pub/images/avatar_nathan_drake_1_620.png
WORLD-TRAVELING TREASURE HUNTER

"I'm not in Shambhala anymore..."

A fortune seeker who claims to be a descendant of Sir Francis Drake, Nathan's adventures have taken him from the jungles of Borneo to the snowy peaks of Nepal in search of the hidden treasures of the ancient world. A resourceful combatant, Drake has proved adept both in the use of weapons and in hand-to-hand combat, skills which have aided him immeasurably in overcoming those who would prevent him from reaching his prize.


  • And the Adventure Continues: More or less his ending.
  • Anti-Air: His Grenade Launcher is fired upward for this reason, though it arcs downward eventually to let players bombard their opponents from a distance.
  • Arbitrary Gun Power: He suffers from this heavily. A popular bread-n-butter combo of his involves his hay-maker then slide attack into another hay-maker from the other side (Side+Square, Down+Square, Side+Square) and keep going from there. These three hits alone net him 60 AP while his aerial dropkick (Air Forward+Square) gets 30 AP in a single hit. By comparison, the Uzi Spray and Grenade Launcher get him 10 and 20 AP respectively. According to this game, Drake's Legs are equivalent to 3 Uzi bursts.
    • This shows up in a weird way with his rifle: the actual running and gunning will only get 10-15 AP per run depending on if you're charging or retreating. The real AP comes from getting up close and bashing the opponent you've been shooting. Yes, the rifle is more effective as a blunt weapon than it is at firing bullets.
  • Badass Normal: Hey, you try fighting the God of War (or a psycho clown and an armored freak in a giant suit) with naught but some guns, your fists, and pure luck.
    • Badass Bookworm: Which is shown by Drake studying his journal in one of his pre-fight cinematics.
  • Battle Intro: Two of them have him practicing his boxing while in another he's standing up (presumably from a short fall), asking if the opponents are ready.
  • Bling-Bling-BANG!/Hand Cannon: He uses Eddy Raja's golden gun (a modified Desert-5) in his Level 3 Super. A less bling-ed out version is Sully's Wes-44.
  • Bond One-Liner: It wouldn't be Drake without these to color his successful Supers.
    "Oh yeah, just like that!"
    "Not what you expected, huh?"
    "Sleep tight!"
    "Kitty got wet!"
  • Building Swing: He can now use the wall-run ability from his home series without a wall or any kind of situated rope. Since the rope he's using just appears, and the game is on a 2-D plane, it has now become this trope.
  • Color Motif: The E3 trailer and Attract Mode cinematic spotlight his brown holster.
  • Composite Character: He seems to be searching for Shambala, as per his story in Among Thieves, but his tactics and weapons are taken from Drake's Deception and his final Limit Break is the re-emergence of the El Dorado Sarcophagus from Drake's Fortune.
  • Cunning Linguist: This is brought up in the story with him managing to decipher a section of the Thievius Raccoonus despite it being written in Ancient Mesopotamian.
  • Difficult, but Awesome: His Barrel. While most players spam it at will or use it as a simple zoning tool, most of his major combos require careful use and placement such that the enemy is hit by the ending explosion.
  • Do Not Run with a Gun: Unlike most of the gun-toting fighters, he favors a mobile approach when using his AK-47, taking inspiration from the blind fire (non-aimed) in his own games. The ability to retreat and return fire or charge while shooting from the hip plays heavily into his offensive.
  • Excuse Plot: In his Arcade Mode, Drake stole some pages from the Thievius Raccoonus and is trying to reach the coordinates written on them, with Sly Cooper hot on his trail to retake what's his.
  • Exploding Barrels: He can kick one towards his enemies, which explodes after a point or when shot. Naturally, it won't work very well going up hills. A post-launch patch removes the explosion if an enemy deals enough damage.
  • Finishing Move: He uses one of the rare "player-hunting" Supers, in which he can kill instantly while his victims are incapable of air-dodging and their mobility is hugely reduced.
  • Gatling Good: The GAU-19 is a part of his arsenal, which he'll immediately discard after using (only for him to pull another out of nowhere later).
  • Good Old Fisticuffs: His primary means of melee damage.
  • Grenade Launcher: The M32-Hammer is mapped to his Up + Triangle and can only be fired upward. Amazingly, he's able to use it in the air, and if he does so a few feet from the ground, he can cancel the cool-down on landing and fire two shots in quick succession.
  • Hammerspace: He summons various elements from his home series that are usually level-specific from seemingly out of nowhere, such as pushable objects, cover, propane tanks, and zip-lines. Not to mention that in his own games, he's usually able to hold two guns at a time (one pistol and one long-gun). Perhaps Drake has been dipping into the cheat store?
  • Home Stage: The "Stowaways" stage is based on a scene that happened in Uncharted 3: Drake's Deception. Eventually, the Songbird from Bioshock Infinite shows up after the plane opens its cargo door.
  • Idle Animation: He sometimes observes his surroundings or checks his watch.
  • Item Get!: He comes from a series in which he's frequently having to fight for his life with whatever firepower he can get a hold of. To say he's pleased to find an item is putting it lightly.
    "What do we have here?"
    "Why would someone leave this here?"
    "I got a clip with your name on it."
    "Five-finger discount... my favorite kind."
    "Now we’re talking."
    "That's what I'm talking about."
    "This is what I'm talking about."
    "Just what I needed."
    "Oh yeah, this will do."
    "This could help."
    "This'll come in handy."
    "I'll take that."
    "I'll take that, thank you!"
    "Don't mind if I do."
    "Yes, please."
    "Let's do this."
    "Perfect."
    "Here we go."
    "New toy."
    "Bingo."
    "Ni-ice."
    "He-llo."
    "Alright!"
    "Perfect."
  • Jack of All Stats: His AP values which designate when he can do a Super are identical to Kratos', and he's the only character that can be described as a melee/ranged hybrid. His playstyle emphasizes versatility and being resourceful in most situations.
  • Leitmotif: His reveal at E3 was accompanied by "Nate's theme." The crowd instantly began applauding.
    • Snippets of the song are also used for some of his victory music.
  • Large Ham: At least more so than his usual banter. Drake's humor, while charmingly witty, is generally pretty low-key in the Uncharted games. Being Drake's first fighting game (where trash talk comes with the territory), Nolan North sometimes sounds like he's channelling Deadpool.
    "Hot potato!"
    "Timber!"
    "Oh, you are gonna make the papers!"
    "I will kick you to sleep!!"
    "Alright, now it's Drake Time."
  • Limit Break
    • Level 1: He throws a propane tank and then shoots it, creating a decent-sized explosion in the air in front of him. Not the fastest Super, since he needs a short second to Shoot the Fuel Tank, but the point in its arc at which the tank explodes can be determined by the player.
    • Level 2: He pushes a crumbling statue over, crushing anyone in front of him.
    • Level 3: This transforms Nate's opponents into the noticeably less mobile Descendants from Drake's Fortune while allowing Nate to perform one hit kills (with Auto-Aim) until the other fighters turn back to normal. This move still requires a mid-range mentality from him, since the Descendants aren't completely helpless, able to interrupt or even overwhelm him if they can get close.
  • Mini-Me: Drake is the only playable character to have a Minion of himself with Young Nathan Drake, which can equipped on anyone, including himself, as a kind of cheerleader.
  • Multi-Ranged Master: Run-and-gunning, the WES-44 for knock-back, the Grenade Launcher for high targets, the GAU-19 for low targets, a Tranquilizer Dart gun for slowing down, and the Oil Drum for rolling down hills, tripping, or just generally being an annoyingly slow-moving attack. If you plan on approaching him from a distance, think it through.
  • Oh, Crap!: You can see the moment this is going through his head during Heihachi's Level 3 when he's chained by his legs to the rocket. He of course has to also utter it if he's been losing badly.
  • Palette Swap: Notable for having every single palette swap reference something. Each of Drake's default alternate colors reference different Uncharted games; the yellow alt resembles Drake's appearance in Uncharted: Golden Abyss, his green alt resembles his France outfit and his red alt resembles Sully's outfit, both from Uncharted 3: Drake's Deception and every other color is based off a multiplayer color from Drake's Deception.
  • Pistol-Whipping: He frequently does the "butt-stroke" variety with his AK-47.
  • Pre-Asskicking One-Liner
    "Hot potato!"
    "Here, catch!" (either is said during his Level 1)
    "Timber!" (activating his Level 2)
    "Ok, now it's Drake time." (activating his Level 3)
  • Randomized Damage Attack: His Neutral Square combos come with three possible finishers: a right-hook, an uppercut (both result in lifting the victim a short height into the air), and a kick which knocks them onto their backside. For the combo's sake, you'll probably want the kick.
  • Revolvers Are Just Better: He brings the Wes-44 into battle with him. It may or may not be Sully's.
  • The Rival: To Sly Cooper.
  • Sarcastic Clapping: Nate does this in one of his losing screens.
  • Shoot the Fuel Tank: His Level 1 Super invokes this, using the throwable yellow propane tanks that first appeared in Among Thieves.
  • Shrug Take: Every other character celebrates triumphantly during their Victory Poses. Being the Deadpan Snarker he is, Drake just does this.
  • Slide Attack: His Down + Square.
  • The Stinger: "I punched a chicken."
  • Take Cover!: He somehow generates a cement barrier in front of him by pressing Down + Circle. It's unmovable, disappears after a certain amount of time, and he can even jump over it to switch sides. It gives him access to some interesting tactics. Such as:
    • Grenade Launcher: He stands out front to blast anyone unfortunate enough to be in front of the barrier with the M32-Hammer.
    • Pistol-Whipping: He can again bash people out front of the barrier with his rifle.
    • Blind fire: he'll spray rounds from the AK-47 over a small area in front of him.
  • Temporary Platform: He somehow generates one in mid-air for the sole purpose of crumbling over anyone beneath him while he Pratfalls on it. It's essentially a slow-moving Ground Pound.
  • Tranquilizer Dart: The Tranquilizer Dart Gun from Among Thieves appears with him, allowing him to slow down his enemies after they've been hit (to the point of preventing jumping). As Flynn put it, it has lousy range.
  • Trash Talk
    *thumbing through his journal* "Walk in the park."
    "Wow, you look like hell."
  • Treasure Map: His reason for joining Battle Royale. Turns out it's actually a page of the Thievius Raccoonus, and Sly wants it back.
  • Unluckily Lucky: His ability to get into and out of danger is made into a gameplay mechanic. He reacts with noticeable surprise when his Level 3 Super happens, and it's one of the odd supers that puts the user in some danger. He's the only one not affected by the mutation of El Dorado, and turning what would be a horrible situation for anyone else completely around is the intention with successfully pulling off the whole super. As per the usual Adaptational Badassery, being a Walking Disaster Area is now a super-power.
  • The Virus: El Dorado/The Golden Man from Drake's Fortune, the Sarcophagus which horribly mutates people that breath the air from inside it into Descendants from the first Uncharted game.
  • Weapon Across the Shoulder: His profile picture, seen to the right. This is something of a Stock Poses for him.
  • Wolverine Publicity: Was the first 1st-party character revealed after the original six, and has frequently been a major face in the game's promotion. Interestingly, he was able to displace Kratos on the game's PAL region front cover.
  • You Fight Like a Cow
    "You're gonna taste that one, Alice."
    "See what you made me do?"
    "OH, you're gonna feel that in the morning!"
    "Kitty got wet!"

    Cole MacGrath  
https://static.tvtropes.org/pmwiki/pub/images/avatar_cole_macgrath_1_5968.png
BIKE MESSENGER TURNED SUPERHERO

"Alright. Let's get this done."

Cole MacGrath went from being a simple bike messenger to the savior of Empire City. Given powers from an exploding Ray Sphere, Cole has the ability to store, control, and unleash electricity in a variety of powerful ways. The electricity running through his body gives Cole enhanced strength, agility, durability, and reflexes as well as a fast healing factor. On the path of good, Cole is a selfless hero who uses his powers to battle evil and injustice throughout the city.


  • Action Genre Hero Guy
  • An Ice Person: Thanks to the powers gained from Lucy Kuo in the good karma story of inFAMOUS 2.
  • Anti-Air: His Redirect Rocket, should the player decide not to redirect it, can work just fine in catching opponents above Cole.
  • Badass Armfold: One of his Victory Poses.
  • Badass Longcoat: As Kessler.
  • Blow You Away: Using his Ionic Vortex level 3 super.
  • Bond One-Liner: His "Catch ya later," notable since it's said after he tosses his enemy with his Human Bullet Super.
  • Bring It: One of his taunts is called Bring It and has him urging the enemy on by waving his arm.
  • Charles Atlas Superpower: While he may not possess any martial arts training, he's quite athletic and a very good fighter outside of his powers. And that Wall Crawl ability? It’s all him.
  • Civvie Spandex
  • Color Motif: The Attract Mode cinematic spotlights his tattoos in blue.
  • Composite Character: Cole's bio only covers Empire City from the original inFAMOUS, yet his outfit, along with the Amp and several powers, are exclusive to inFAMOUS 2.
  • Cutting Off the Branches: The fact that he looks more like hero Cole, and that he's the default Cole, implies that inFAMOUS's Hero endings are officially canon.
  • Dash Attack: The Grind is one of the fastest forms of travel in the game, and it allows two unique attacks while in use.
  • Deflector Shields: The Frost Shield. His intro trailer has him using it to stop Drake's bullets, which is its main purpose.
  • Electric Slide/Ride the Lightning: Induction Grind.
  • Excuse Plot: In his Arcade Mode, he hears of the All-Stars as potential Conduits to recruit to his cause.
  • Finishing Move: A slow-moving wall of destruction, controlled to move either left or right from an over-the-shoulder first-person perspective.
  • Ground-Shattering Landing: The Thunder Drop.
  • Home Stage: "Alden's Tower" is from his home series, though it gets invaded by the Sly Cooper series when players reach the top of the tower.
  • Homing Projectile: The Redirect Rocket. It only homes in on the location you fire at with the Lightning Bolts if it hits the opponent or the stage, otherwise it just floats into the air. The game does not tell you this.
  • Idle Animation: He has a tendency to test his lightning powers.
  • Improbable Weapon User: The Amp.
  • In the Hood: His pre-order DLC costume casts him as Kessler.
  • Intimidation Demonstration: Every one of his Battle Intros has him showing off his electric abilities. Bonus points for one of them being called "Let me introduce myself." (those are the only words said during that intro).
  • Item Get!:
    "This'll work fine."
    "This'll do."
    "Showtime."
    "Yeah, I could use this."
    "Oh yeah, nice."
    "Alright!"
  • Laser Blade: Gigawatt Blades, accessed from using his Induction Grind.
  • Launcher Move: Both of his Induction Grind follow-up attacks result in a full launch and the Gigawatt Blades can be jump-canceled.
  • Limit Break
    • Level 1: Cole uses the Kinetic Pulse to lift nearby opponents, and hurl them. Any opponent making contact with the thrown victim will die as well.
    • Level 2: Cole uses the Ionic Freeze, sending spikes of ice traveling along the ground. Not a terribly fast Super, but it travels down platforms.
    • Level 3: Cole moves into the foreground with the Static Thrusters and unleashes the Ionic Vortex, which he controls.
  • Mirrored Confrontation Shot: A subtle example; the game lacks the Ambidextrous Sprite problem, and while they both have an identical Primal Stance, Good Cole is always standing with his left foot forward while his evil counterpart does the exact opposite, meaning that if there are two Coles on differing sides of the morality spectrum in play, they'll always be facing each other down in this fashion.
  • No Canon for the Wicked: This version of Cole is the light Karma one and doesn't have a prefix attached like "good" or "hero", indicating he's true to the canon.
  • Not Quite Flight: The Static Thrusters merely let him glide.
  • Occult Blue Eyes: In his Kessler outfit.
  • Palette Swap:
    • One of Cole's default alternate colors gives him a yellow shirt, resembling his "neutral" appearance at the start of Infamous 2 before he's made any good or evil karmic decisions.
    • All of Kessler's alternate colors reference something: his brown alt resembles his pre-timeskip appearance, his black alt resembles his wedding outfit, and his blue alt is a Shout-Out to Alex Mercer from the [PROTOTYPE] series.
  • Power of the Storm: His Level 3 super is the Ionic Vortex, a giant electrical tornado.
  • Pre-Asskicking One-Liner
    "Here we go." (Activating his level 2)
    "Feel the power." (Activating his level 3)
  • Primal Stance
  • Randomized Damage Attack: His Neutral Square melee combo is randomized on the last hit, resulting in Cole either bashing the enemy with his amp in two ways, both resulting in an eject roll or jamming his palm into them for a crumple-state. Considering that Cole gets his major damage from combos, you'll probably want the crumple.
  • The Rival: To Raiden.
  • Shock and Awe: It's Cole McGrath, so obviously this trope is in effect.
  • Spring Jump: The Ice Launch.
  • Sticky Bomb: His Forward + Triangle launches a Shock Grenade that latches onto a target (opponent or surface) and explodes after a 3-second fuse.
  • Super Drowning Skills: Acknowledged: while it doesn't carry any negative effects, the two Coles seem to be short-circuiting when put in water. Funnily enough, they seem to perform the breast-stroke just fine.
  • Trick Bomb: The Shock Grenade, probably the oddest bomb in the game.
  • Wall Crawl: Can cling to walls on a stage, and can fire bolts while doing so.
  • You Will Not Evade Me: The Lightning Tether, though it only works in the air.

    Evil Cole MacGrath 
https://static.tvtropes.org/pmwiki/pub/images/avatar_cole_macgrath_evil_1_8738.png
SUPERHERO TURNED SUPERVILLAIN

"Just getting warmed up!"

Granted dangerous new abilities by the Ray Sphere, Cole is consumed by a thirst for more power, however it can be gained. His remorseless and single-minded path shapes his powers toward the sinister and destructive, turning him into a shell of his former self. Indeed, his increase in power comes at a cost to his opponents, as he sucks the life out of others to heal himself more quickly.


  • Animal Battle Aura: The Firebird Strike. Take a guess which animal.
  • Anti-Air: His Tripwire Rockets (Up + Triangle) are wide enough of an attack to be rather hard to avoid without air-dodging (if the player can manage the move's long start-up). His Hellfire Rockets (Up + Circle), on the other hand, are better-suited to dealing with more immediate threats.
  • Charged Attack: The Giga Punch has become somewhat infamous for its ability to guard-break and cause a crumple-state at full charge while being very fast and hard to interrupt. This leads perfectly into his Level 1 Super, making it one of the easier killing set-ups.
  • Clothing Damage: His shirt has a large tear in it.
  • Color Motif: Besides his darker clothing, his electric powers are red in color as opposed to "good" Cole's blue. The pre-launch cinematic trailer spotlights pulsing red electricity along his arms.
  • Composite Character: Just like normal Cole, the character is based mostly on inFAMOUS 2, but with a bio only covering inFAMOUS.
  • Dark Messiah: His default win pose has him float into the air with his arms outstretched, surrounded by an aura of red lightning.
  • Dash Attack: The Grind is one of the fastest forms of travel in the game, and it allows two unique attacks while in use.
  • Divergent Character Evolution: Him and his good counterpart share the Aerial Amp Swing, Grind combo tree, Thunder Drop, Lightning Tether, Wall-Cling, Static Thrusters, Alpha/Nightmare Blast, and two throws. These moves are mostly identical, though Evil Cole's Nightmare Blast has some start-up differences and seems to go slightly further. While he may fundamentally work with the same character model, Evil Cole's approach to combat is still wildly different. As a for-instance, Evil Cole's Shock Grenade hits the ground explosively, lifting the target for a moment and then splits into a second grenade at the last moment to catch them in another explosion. Meanwhile, good Cole's version actually sticks to a single target before exploding a moment later, putting emphasis on his trapping/redirectional style.
  • Electric Slide/Ride the Lightning: Induction Grind.
  • Elemental Punch: The infamous Giga Punch.
  • Evil Is Burning Hot: He has fire powers to contrast Good Cole's ice powers.
  • Evil Makes You Ugly: As opposed to good Cole's average looks, Evil Cole has rips in his shirt, burn scars and very pale skin.
  • Excuse Plot: In his Arcade Mode, he hears of the All-Stars as potential Conduits to drain powers from.
  • Faux Affably Evil: At first, he seems more polite to Fat Princess than Cole is to Raiden. At first.
    Evil Cole: How about, instead of cake, I stuff my foot in your mouth?
  • Finishing Move: A Super Mode. See more in Superpowered Evil Side.
  • Ground-Shattering Landing: The Thunder Drop.
  • Home Stage: As said for regular Cole, Alden's Tower is from inFAMOUS.
  • Idle Animation: He likes to brush his arms off or show off his fire powers.
  • I'll Kill You!:
    "I'm gonna rip you apart!"
  • Improbable Weapon User: The Amp, once again.
  • In the Hood: His unlockable costume has him dress up as a Reaper.
  • Intimidation Demonstration: Like his good counterpart, he likes to show off his powers, though his usually involve more fire.
  • Irony: His ending has him state that Conduit powers are not a plague. This ending (and his overall story for All-Stars) seems to take place before inFAMOUS 2... which may make his statement count as foreshadowing for those who have not played inFAMOUS 2.
  • Kill It with Fire: Just like his good counterpart's ice powers were derived from Kuo, this Cole derives his powers from Nix.
  • Laser Blade: Gigawatt Blades, accessed from using his Induction Grind.
  • Launcher Move: Like with his good counterpart, the Gigawatt Blades causes a full launch and can be jump-canceled on finish.
  • Late-Arrival Spoiler: His Level 3 super turns him into The Beast.
  • Limit Break
    • Level 1: Kinetic Pulse, just like his good counterpart.
    • Level 2: He uses the Ionic Drain, which absorbs the energy of everyone near him, allowing him to snag their AP.
    • Level 3: Following the Evil End of Infamous 2, he becomes The Beast, powering up all his attacks to lethal levels.
  • Mirrored Confrontation Shot: A subtle example; the game lacks the Ambidextrous Sprite issue, and while they both have an identical Primal Stance, Evil Cole is always standing with his right foot forward while his good counterpart does the exact opposite, meaning that if you have two Coles in play of differing sides of the morality spectrum, they'll always be facing each other down in this fashion.
  • Moveset Clone: Downplayed. While Evil Cole shares all his Square attacksnote  and his Level 1 Super with his good counterpart, their Triangle attacks all have different effects and their Circle attacksnote  and other Supers are completely different. Seth Killian had this to say:
    I understand why people would be hesitant about two Coles, but they do play very differently ("evil Cole" is one of my personal best characters, while I'm worthless with "good Cole"). It was also kind of a necessity given the way inFAMOUS treats the two, but I'm really happy with the way they both turned out. Evil is kind of a bulldog powerhouse and Good is much more technical and acrobatic.
  • No Canon for the Wicked: Averted. He's a separate character from normal/good Cole, complete with a moveset derived from his bad karma powers.
  • Not Quite Flight: The Static Thrusters merely let him glide.
  • Playing with Fire: Courtesy of Nix from the evil karma path of inFAMOUS 2.
  • Pre-Asskicking One-Liner
    "Feel that power!" (Activating his level 2)
    "The Beast has arrived!" (activating his Level 3)
  • Primal Stance
  • Psycho Electro
  • Red and Black and Evil All Over: He primarily wears black and red clothes, has grey skin and utilises red lightning, fire and black oil in his moveset.
  • The Rival: To Fat Princess.
  • Sarcasm Mode:
    Evil Cole: Afternoon ma'am. Anything I can help you with?
    Fat Princess: *heartily gobbles down a cake*
    Evil Cole: It was a simple question...
  • Stuff Blowing Up: You'll see a tendency towards explosions in his move-set as opposed to Good Cole.
  • Super Drowning Skills: Acknowledged: while it doesn't carry any negative effects, the two Coles seem to be short-circuiting when put in water. Funnily enough, they seem to perform the breast-stroke just fine.
  • Superpowered Evil Side: While he's already this for regular Cole, he goes to the extreme with the Level 3 as The Beast.
  • Tantrum Throwing: One of his losing screens has him slamming his amp on the ground.
  • Transformation Sequence: For his level 3.
  • Wall Crawl: Can cling to any walls on a stage, and can fire bolts while doing so.
  • You Will Not Evade Me: The Lightning Tether, though it only works in the air.

    Ratchet & Clank 
https://static.tvtropes.org/pmwiki/pub/images/avatar_ratchet_clank_1_6666.png
INTERGALACTIC ADVENTURERS

"Time to go commando!" - Ratchet
"I predict trouble ahead." - Clank

Armed with a seemingly endless arsenal of spectacularly bizarre and outlandish weapons and gadgets, the mechanic Ratchet and his robotic companion Clank have found themselves saving the universe from a myriad of threats, across both space and time. Their friendship forged over years of adventuring, they have learned to work extremely efficiently together, overwhelming opponents via both cunning and skill.


  • Adventure Duo: By the release of this game, Ratchet and Clank have a good 10 or so adventures in the bag together. And of course, they stick together for their outing in this title.
  • Anti-Air:
    • The Lightning Ravager (Up + Square) whips in a wide arc in front of and slightly above Ratchet.
    • The Warmonger (Up + Triangle) has Ratchet shoot a rocket diagonally upward, which travels fast and instantly ejects opponents on hit.
    • Ratchet's Buzz Blades (Down + Triangle) are fired in a set of three at the floor — when they hit the ground, they ricochet into the air.
  • Art Evolution: Compare the current (pictured here) render with thefirst one and the Japan-ish-ly cuter second one. Yep, this is the only character so far in the game's development to have gone through three different official renders.
  • Attack Reflector: The Lightning Ravager is able to send back projectiles.
  • Automatic Crossbows: Despite being a very fast one, the Plasma Striker may as well be a Sniper Rifle. It even has Laser Sight.
  • Back-to-Back Badasses: Clank rides around on Ratchet like a backpack, but is just as capable of holding his own as Ratchet when he leaps off for their Level 2.
  • Battle Intro: One has Ratchet hopping from off-screen, like he does when exiting a ship in their home series.
  • BFG:
    • The Warmonger is a rocket launcher that's as big as Ratchet, which appears in one of the pair's Battle Intros.
      "Clank, we've got some work to do." *gun-cocking noise*
    • The RYNO V is big enough to have a couple dozen holes for all of its bullets to come out of.
  • Bond One-Liner
    "Whoops! You zigged when you should'a zagged!" (Ratchet)
    "Another one bites the dusts." (Ratchet)
    "Hehehehe, you are disposed." (Clank)
  • Casual Danger Dialogue: One taunt has Ratchet break into conversation with Mr. Zurkon to ask if he's seen any good holofilms.
  • Cat Folk: Ratchet is a Lombax, which are all feline-esque in appearence.
  • Chain Lightning: The Tesla Spikes require two of them be out before it creates an impassable line of electricity between them.
  • Charged Attack: The Sonic Eruptor, Ratchet's neutral Triangle attack. Rather than mimicking A Crack in Time's timing-based damage boost, in this game you simply hold the fire button to get the stronger shot. When charged, the Sonic Eruptor is capable of guard-breaking.
  • Color Motif: The turquoise patterns on Ratchet's belt and harness, Clank's green eyes, and the light blue lights on the Constructo-Pistol are spotlighted in the Attract Mode cinematic.
  • Cool Starship: The Aphelion from the PS3 series, which appears in their Arcade Mode intro and is the basis of the duo's Level 3, where they use it to pick off the competition.
  • Composite Character: Ratchet's design and default costume are based off of Tools of Destruction, but he uses weapons from a wide variety of games (such as the Agents of Doom from the first game and Up Your Arsenal, the Lightning Ravager from Tools of Destruction, the OmniWrench Millennium 12 from Quest for Booty, the Constructo Pistol from A Crack in Time, and the Warmonger from All 4 One). He also has the Hover Boots from A Crack in Time, and Clank's Chronoscepter and Time Bombs are from the same game.
  • Crosshair Aware: Their Level 3 Super gives them a vantage of the entire screen from the starship Aphelion, letting Ratchet pick off the opponents like targets at a shooting gallery.
  • Deadly Disc: The Buzz Blades, a sawblade-shooting machine pistol which puts out three projectiles that can ricochet off of any surface.
  • Drone Deployer:
    • Mr. Zurkon (Up + Circle) has Ratchet summon the titular synthenoid, who attacks for Scratch Damage and minor AP gain.
    • The Agents of Doom (Forward + Circle) makes Ratchet throw a capsule that releases three Agents of Doom. They run forward and will explode after a while or on contact with an enemy.
  • Excuse Plot: In their Arcade Mode, they follow a signal dragging them into the Battle Royale while in search of some Gold Bolts to pay fees with.
  • Finishing Move: A first-person shooting mode. Being not as free-flowing as Radec's equivalent, it works closer to a heavy artillery shooting gallery than a Sniping Mission.
  • Fun with Acronyms: The RYNO V, as, just like in the duo's home series, RYNO stands for Rip Ya a New One.
  • Gatling Good: The RYNO V mixes this with an automatic RPG.
  • Ground Pound: The Hyper-Strike (Down + Square) makes Ratchet slam down with his OmniWrench.
  • Helicopter Pack: Clank's aptly named Heli-Pack upgrade allows him to double as one. By holding the X button while airborne, the duo can use it to slow their descent. It also shows up in a couple of their intros, and in their respawn animation.
  • Home Stage: "Metropolis" is a city from their home series. Eventually it gets invaded when a hydra from God of War shows up.
  • Hyperspace Arsenal: Ratchet pulls all his weapons out of nowhere.
  • Idle Animation: Ratchet sometimes tosses his wrench in the air or rubs his hands together.
  • Item Get!
    "Thanks for the armories!" (Ratchet)
    "Ni-ice." (Ratchet)
    "Great! I always wanted one of these." (Ratchet)
    "Hey, cool." (Ratchet)
    "This one's mine!" (Ratchet)
    "Yes!" (Ratchet)
    "Whoa! This is great!" (Ratchet)
    "Item found." (Clank)
    "Just what the technician ordered." (Clank)
    "Excellent." (Clank)
  • Improbable Weapon User: The Sonic Eruptor is the most bizarre weapon in Ratchet's arsenal, being a mutated Xenegote that attacks via a powerful mating call.
  • Launcher Move: The Lightning Ravager launches enemies it hits straight upward. It chains perfectly into the Warmonger, which is aimed in the same area they're launched to.
  • Lightning Lash: The Lightning Ravager is an electrical whip that works somewhat like a Shoryuken/Launcher Move.
  • Limit Break:
    • Level 1: Ratchet fires his RYNO V to take out anyone in front of him.
    • Level 2: Clank takes over for a bit and utilizes his time powers to kill his opponents.
    • Level 3: The duo hop into the Aphelion and blast everyone from afar with lasers and missiles.
  • Make Me Wanna Shout: The Sonic Eruptor's power comes from the frog/slug/fish creature called the xenegote. It can be charged up to create a Gale-Force Sound blast for effective crowd-control.
  • Mechanically Unusual Fighter: While Ratchet and Clank play like most fighters, their grab is a unique one that has them temporarily pick up an enemy with the Suck Cannon. They can move around for a few seconds while they have the foe grabbed, then shoot them in a direction with the right stick like a normal throw.
  • More Dakka: The RYNO V puts out more rounds per second than anything else in the game, and fires for four seconds straight.
  • Multi-Ranged Master: Ratchet's weapons include the up-close OmniWrench, the more distanced melee-based Lightning Ravager, a short-ranged firearm in the Constructo Pistol, a shotgun-like weapon with the Sonic Eruptor, the long-ranged Warmonger RPG, and the sniper-type Plasma Striker.
  • The Musketeer: In addition to all the crazy space weapons Ratchet has, he's also got his trusty OmniWrench for melee.
  • Mythology Gag: Ratchet and Clank's second win pose is directly based on the boxart for Ratchet & Clank (2002), with the Lombax looking at the camera and holding the Suck Cannon at an upwards angle.
  • Never Bring a Knife to a Gun Fight: In both versions of their rivalry cut-scenes, while Jak is reaching for his Morph Gun, Ratchet always goes for the wrench first.
  • Palette Swap:
    • Ratchet's variations on his default outfit include a silver and cyan one that resembles Ratchet & Clank Future: A Crack in Time's Holoflux Armor, a green and black one that resembles Going Commando's Commando Suit, and a yellow and blue set that resembles Ratchet's Half-Dressed Cartoon Animal appearance from the first game.
    • His alternate outfits include A Crack in Time's Holoflux Armor (the real one this time) as his unlockable set, and Going Commando's Commando Suit (based on the first armor upgrade, the Tetrafiber Armor) as his only DLC set.
  • Pintsized Powerhouse: Ratchet isn't exactly the tallest member of his species, and Clank is even smaller than he is.
  • Pre-Asskicking One-Liner
    "Ready pal?" (Ratchet)
    "You are doomed." (Clank, both are said while activating their Level 2)
    "Hehehe, check us out!" (Ratchet)
    "Hehehehe, time... to do this." (Clank, both are said while activating their Level 3)
  • The Rival: To Jak and Daxter.
  • Robot Buddy: Clank, obviously.
  • Shock and Awe: The Lightning Ravager is an electric whip, while the Tesla Spikes create an impassable line of electricity once two of them are placed.
  • Standard Snippet: His Level 1 Super attack — his RYNO V — is accompanied by a blast of the 1812 Overture.
  • Three-Strike Combo: Ratchet has two, if you press the attack button repeatedly: his Multi-Strike (neutral Square) is the same OmniWrench "swing, swing, spin-swing" combo he's used since his debut game, while his Constructo Pistol (Forward + Triangle) is a projectile combo that shoots two shots before charging up a third, more powerful one.
  • Time Master: Clank, being the chosen one and all, has a scepter that can manipulate time, which he uses in the duo's Level 2 Super. While using it, he can throw Time Bombs that slow enemies in their radius.
  • Wrench Whack: Ratchet's OmniWrench serves as his means of melee attack. Clank, on the other hand, has the Chronoscepter.
    "Get ready to be wrenched." (Ratchet)
    "You are doomed." (Clank)
  • Weapons That Suck: The Suck Cannon, used for Ratchet's grab, uses suction to pull enemies into it, allowing Ratchet to temporarily carry them around before shooting them out for the throw proper.
  • Wrench Whack: Most of Ratchet's melee attacks are done with his traditional comically oversized OmniWrench.

Assist Character: Mr. Zurkon

  • Utility: Standard Attack (Up + Circle)
  • Role: Short-range gunfire
  • Voiced by: Marc Graue
  • Attack Drone
  • Badass Boast
    "Mr. Zurkon commands you to cower in fear."
    "You thought you'd seen the last of Mr. Zurkon?"
    "Taste the fury of Mr. Zurkon!"
    "Mr. Zurkon brings destruction."
    "You are no match for the almighty Mr. Zurkon!"
    "Flee before Mr. Zurkon!"
    "This mission is inadequate for Mr. Zurkon."
    "Hah! Mr. Zurkon requires no nanotech to survive. Mr. Zurkon lives on fear."
    "Mr. Zurkon is back (with a vengeance)."
  • Blood Knight: He really enjoys killing.
  • Evil Laugh: At times.
  • Funny Robot: Mr. Zurkon is as mouthy as ever.
    "Why do you hide, stupid aliens? Mr. Zurkon only wishes to kill you."
    "Mr. Zurkon conducts a symphony of pain."
    "I shall let you live, little alien... psych! Mr. Zurkon lives only to kill."
  • Heroic Comedic Sociopath
  • I Come in Peace: Mr. Zurkon does not (as he'll inform you in a Battle Intro he effortlessly steals the scene in).
  • Prepare to Die
    "Are you ready to die? Good, because Mr. Zurkon is ready to kill!"
    "Mr. Zurkon is here to destroy you."
  • Scratch Damage: Mr. Zurkon doesn't need hit-stun. Mr. Zurkon only needs you to keep standing so he can shoot you more.
  • Snarky Non-Human Sidekick
    "Out of Mr. Zurkon's way!"
    "Let's get back to fighting, furball!"
    "You dare to hurt measly furball?"
  • Third-Person Person
  • Trash Talk: It's what Mr. Zurkon does.
    "Hello, stupid alien!"
    "I bet you think you're pretty silly right now. Mr. Zurkon does."
    "You are the disease and Mr. Zurkon is the cure."

    Jak and Daxter 
https://static.tvtropes.org/pmwiki/pub/images/avatar_jak_daxter_1_3983.png
UNLIKELY HEROES

"Alright, let's do this, Dax!" - Jak
"Locked and loaded, baby!" - Daxter

Lifelong best friends with a knack for getting themselves into and out of trouble, Jak and Daxter may not always agree on which of them is the true hero and which is the sidekick, but at least they know how to work together to defeat all threats to their planet. Jak's ability to manipulate Eco, the life force of their planet, combines with the duo's skill with gadgets, guns, and vehicles to make short work of those who wish them harm.


  • Adaptational Badass: Light Jak is capable of using powerful, one-hit KO projectiles and being capable of flight. In Jak 3, the form is mostly just used to traverse tricky platforming and defend yourself.
  • Adventure Duo
  • Air Guitar: Daxter slides in while doing this in one of the pair's victory animations.
  • A Friend in Need: Using Heihachi's Level 3 on the pair only straps Jak to the rocket (as though Heihachi failed to see Daxter as a threat), but Daxter refuses to leave Jak behind, trying to somehow free him even if it gets him launched into space.
  • Anti-Air: The Peace Maker (Up+Triangle) aims diagonally upward and traps opponents in a momentary electrical stun-state. The Beam Reflexor also bounces at a notably different upward-angle than the Peace Maker when used on the ground.
  • Artificial Gravity: The Mass Inverter.
  • Attack Drone: The Gyro Buster.
  • Battle Intro: Most of them involve Daxter stealing the scene in some way, such as performing martial arts moves while shouting "Or-range lightning!" and jumping on Jak's head unexpectedly from offscreen.
  • Badass Boast
    "Word to the wise: Don't piss us off." (Daxter)
    "Think you can keep up?" (Jak)
  • Berserk Button: Do not go calling Daxter a weasel-creature, as Clank made the mistake of doing.
  • BFG: The many forms of the Morph Gun.
  • Bizarre and Improbable Ballistics/Reflecting Laser: The Beam Reflexor.
  • Breaking the Fourth Wall: One of the duo's Battle Intros (called "This isn't a game") has Daxter climbing over the camera and tapping on the lens while Jak sighs.
  • Bring It: One taunt has Daxter jump from Jak's shoulder to show off his kung-fu moves while another has Daxter gesture threateningly at the target while Jak gives them a thumbs down.
  • Charged Attack: The Wave Concussor can be held down to increase the blast radius.
  • Color Motif: The Attract Mode cinematic highlights the red of his scarf and goggles.
  • Composite Character: His Supers show this off: Jak's Level 1 brings back a Blue Eco vent from The Precursor Legacy, while his Level 2 and 3 are based off the game where his form debuted (Dark Jak was introduced in Jak 2, Light Jak hails from Jak 3).
    • Jak's outfit is a composite of the various outfits he's worn throughout the series, which SuperBot has said is their way of creating an iconic look taking from the best of all his looks. It bears the closest resemblance to his outfit in Jak 3.
      • Jak's pre-order DLC costume is his outfit from The Precursor Legacy, including the lack of a goatee.
  • Dash Attack: The Dashing Forward Punch (Forward + Square), one of the fastest rushing attacks in the game. The Jetboard Dash (Aerial Forward + Square) travels even further and with less recovery. Both moves are paramount to his use of Hit-and-Run Tactics.
  • Excuse Plot: Their Arcade Mode has them searching for a rumoured new Eco source.
  • Finishing Move: A Super Mode, sometimes considered one of the strongest Level 3 Supers in the game due to its mobility (also see Flight below).
  • Flight: He has access to this during his Level 3 Super, where the X button instead serves as a directable Air Dash. Of the initial roster, he's the only one with such an ability.
  • Giving Someone the Pointer Finger: Daxter does this for one of the pair's Battle Intros, while Jak simply outstretches his clenched fist.
  • Goggles Do Nothing
  • Ground Pound: The Super Dive Attack.
  • Hit-and-Run Tactics: Perhaps the ultimate goal with his design. Jak has a number of methods of both taking quick blows and potshots at opponents and escaping, yet he's lacking in the combo department.
  • Home Stage: "Sandover Village" is from their series. It eventually gets invaded by Hot Shots Golf.
  • Homing Projectile: The individual shots from the Needle Laser. They lack range, but they work well as a response to enemies rushing Jak down.
  • Hover Board: The Jet Board is used in his aerial Square + Forward. It works as a major factor in Jak's mobility-options, and enemies he runs into he can follow-up with a Megaton Punch.
  • Idle Animation: Jak and Daxter perform an abridged version of the dance seen at the end of The Precursor Legacy. In the player's hands, Daxter will sometimes crawl around Jak annoyingly or do a dance while Jak shrugs and seemingly tells him to quit it.
  • Item Get! (all said by Daxter)
    "It ain't eco, but good enough for me!"
    "Grab that badboy!"
    "Let'er rip, padre!"
    "No way! Cool!"
    "Surprise time!"
    "Put yer back into it, Jak!"
    "I got it!" (The only one said by Jak.)
  • Jerkass: Jak and Daxter can come across as this in their rival cutscene. Daxter calls Ratchet and Clank a two-headed freak, then calls Clank a mere sidekick after he realizes they're separate entities. Clank turns to Ratchet and says "Did that...weasel creature just call me a sidekick?", causing Daxter to get pissed off and Jak to angrily vow to teach Ratchet and Clank some manners, despite the fact that it was Daxter who started the entire thing.
  • Lightning Gun: The Arc Wielder and the Peace Maker.
  • Limit Break
    • Level 1: Jak stands atop a Blue Eco vent, attacking nearby opponents.
    • Level 2: Jak transforms into Dark Jak and leaps forward to smash anyone ahead of him.
    • Level 3: Jak transforms into Light Jak, giving him new projectiles and flight.
  • Megaton Punch: His Jet Board Dash follow-up is a punch that sends targets flying into an eject tornadonote  and nets him 30 AP on its own.
  • Morph Weapon: No, he's not carrying a Hyperspace Arsenal; they're all the same gun. Due to the limited control-scheme/Power Creep, Power Seep, he's unable to make full use of the Morph Gun's capabilities.
  • Palette Swap: Averted by Daxter. No matter which color you choose for Jak, Daxter always looks the same.
  • Pre-Asskicking One-Liner
    "Ooo, that's the stuff!" (said by Daxter when Jak activates his Level 1)
    "Oh ho ho, let'em have it!" (said by Daxter when Jak activates his Level 2)
    "Time to go Precursor on 'em!" (said by Daxter when Jak activated his Level 3)
  • Prophet Eyes: In his level 3 Light Jak form.
  • The Rival: To Ratchet & Clank.
  • Shoryuken: The Uppercut move (Square + Up).
  • Shoulder Teammate: Daxter crawls around Jak's shoulders and head.
  • Snarky Non-Human Sidekick: Daxter is Jak's snarky Sidekick, though the bio says that the two can't decide which one of them is actually the sidekick.
  • Sphere of Destruction: The Wave Concussor blasts outward across 360 degrees at the tip of the gun's barrel.
  • Superpowered Alter Ego: His Level 3 Super and technically his Level 2 as well (though only for a second).
  • Superpowered Evil Side: His Level 2 Super briefly turns him into Dark Jak so he can pounce and strike down an enemy in front of him.
  • Spin Attack: Jak's neutral square, which brings Daxter along for the ride to help do some kicking of his own.
  • Weasel Mascot: With Attitude. Though, Daxter is actually an Ottsel.
  • Winged Humanoid/Power Gives You Wings: As Light Jak.

    Nariko 
https://static.tvtropes.org/pmwiki/pub/images/avatar_nariko_1_8972.png
WIELDER OF THE GODLY BLADE

"Can no one stand against me?"

Nariko's birth was meant to serve as the arrival of the savior of her clan, the one who could wield the legendary Heavenly Sword, a fate originally foretold of a male. Despite her people's rejection, her father raised her to be a headstrong and fearless fighter. Joined with the legendary blade, she finds her skills, and her enemies' peril, amplified to heights undreamed of.


  • Action Girl: Kicks just as much ass as the predominently male characters in this crossover.
  • Badass Boast: She has a pretty long list of them, but ironically one has her claim that "A lady never boasts."
  • Counter-Attack: She has such a move, like most melee-focused fighters, but it's mapped to neutral Triangle instead of the usual circle (like with Kratos, Sly, Raiden, Heihachi, and Dante). It activates instantly and sends back projectiles with their original properties (unlike Kratos, who turns them into a golden energy blast).
  • Cherry Blossoms: They appear after her Level 3 finishes and in a certain Battle Intro.
  • Color Motif: The Attract Mode cinematic spotlights her hair with a very, very bright orange.
  • Deal with the Devil: This is how Nariko can wield her sword. Nariko made a deal with it to use it and its power, and the sword will eventually take her life, as shown in the end of Heavenly Sword.
  • Excuse Plot: Her Arcade Mode has her out training to master her sword by joining the Battle Royale.
  • Finishing Move: A Super Mode with some of the widest range of any attack in the game.
  • Finger Wag: One taunt has her doing this while asking the opponent if they consider themself a warrior.
  • Ground Pound: Her Devil's Descent.
  • Handwraps of Awesome
  • Home Stage: The "Fearless" stage comes from her game. It eventually gets invaded by WipEout.
  • Idle Animation: She sometimes moves her bangs to the side or combines the Heavenly Sword into its larger form as if going into the Power Stance.
  • Item Get!
    "My prayers heard."
    "Precisely what I require."
  • Kick Chick: All of her moves outside of using the Heavenly Sword and a few projectiles.
  • Large Ham
    "I shall fight for what is mine!"
    "I cannot be contained!"
    "Who dares face me!?"
    "I shall make the gods tremble!"
  • Launcher Move: Her Aerial Moment cancels into a normal jump. It's a bit unusual in that it's mapped to Up+Triangle instead of Up+Square, likely because this would interfere with her pose-system.
  • Limit Break
    • Level 1: Kai appears and shoots a barrel full of fireworks.
    • Level 2: Spawns a cannon in front of her, which she can aim and fire at will.
    • Level 3: Drawing on the full power of the Heavenly Sword, she can attack opponents from great ranges, and also grab them from afar and throw them into walls.
  • Male Gaze: The opening cut-scene of her arcade play-through features an unnecessarily low camera-angle of her near the end.
  • Master Swordswoman
  • Mechanically Unusual Fighter: All the usual button-placements on her Square moves were forced to make way for her "Key Pose" system, which messes with most move-set conventions: Her Launcher Move and Anti-Air are combined, and her tripping attacks and countering are moved around as a result of this.
  • Milking the Giant Cow: Her final taunt has her performing some dramatic gestures as if she were in a play, telling the opponents their time is at an end.
  • Ms. Fanservice
  • Murderous Thighs: A certain air cinematic known as Warm Embrace (air neutral circle) has her grab an opponent and beat on them, leaving them in an electrified state at the end. Robot Chicken had fun with that one.
  • Pre-Asskicking One-Liner
    "Quickly." (activating her Level 1)
    "Prepare to die!" (activating her Level 2)
    "My will is unstoppable!" (activating her Level 3)
  • The Rival: To Dante.
  • Stance System: While Nariko may lack the distinct magic series used by Raiden or Dante, she instead has access to a unique variation on the Stance System, in which certain inputs place her in a unique pose that offers several new attacks otherwise unavailable (signified by a glowing ring appearing beneath her feet). Tekken has been known to use these timing-window stances, such as with Steve Fox, Lee Chaolan, or Feng Wei.
  • Swiss-Army Weapon: The Heavenly Sword in her original game can go between three forms: Power Stance, Range Stance, and Speed Stance. These are reflected in her pose system in this game.
  • Super Mode: Her Level 3 Super, transforming her into The Goddess.
  • Stripperiffic
  • Throwing Your Shield Always Works: Her Up + Circle, "The Basics."
  • You Will Not Evade Me: Her Down + Triangle, ground and air.

Assist Character: Kai

  • Utility: Level 1 Super
  • Role: Ranged Blast

    Sackboy 
https://static.tvtropes.org/pmwiki/pub/images/avatar_sack_boy_1_1545.png
PLAY, CREATE, FIGHT

"Sackboy and adventure go together like ice cream and wasps. Inseparable. Unpredictable."

A small creature made of fabric, and imbued with the power to create, Sackboy inhabits the world of LittleBigPlanet. Using his mysterious PopIt, Sackboy can imagine objects into being, which aid him in any dangerous situation. Able to reshape the environment around him, Sackboy can present enemies with an ever-shifting array of obstacles to deal with, while dodging the Cakinator and Grabinator with which he is armed.


  • Anvil on Head: His Down + Throw does this to the unfortunate victim after he summons an anvil with his Popit.
  • Badass Adorable: Considering that he can potentially beat up Kratos, Sweet Tooth, and Raiden...
    • So badass in fact that he was the first nerfing target because SuperBot found him too powerful at launch.
  • Black Bead Eyes: In all but his Sackgirl costume, which uses the Long Lash Eyes instead.
  • Book Ends: Sackboy's story begins and ends with him in LittleBigPlanet with the Narrator discussing about how one's home is where your heart is.
  • Charged Attack: His Redline Corkscrew charges him forward in his Jet Pack and can get up to 30 AP and a guard-break for him.
  • Checkpoint: An odd variation: he can leave his game's trademark checkpoint anywhere on the screen and teleport back to it later. This can be used to make for some interesting set-ups.
  • Color Motif: The Attract Mode cinematic spotlights his zipper in yellow.
  • Dash Attack: The Redline Corkscrew, done with his Jet Pack.
  • Department of Redundancy Department: A half-example; the Aerial version of his Air Shooter attack (summon a fan into existence) is evidently called the Air Air Shooter.
  • Difficult, but Awesome: Has the biggest difficulty curve out of all the characters, but experts who know how to use him can make him a really powerful character.
  • Edible Ammunition:
    • Sackboy's neutral Circle has him brandish the Cakeinator, before launching a chocolate cake for trapping and such (one wonders how Fat Princess reacts to this).
    • His neutral Triangle, Jam Session, has him spike a ball of bouncing jam like a volleyball, which has a long start-up but is effective at zoning thanks to its slowness and all the bouncing it does.
  • Excuse Plot: In his Arcade Mode, he wants to heal the PlayStation worlds suffering from chaos and strife with the power of creativity.
  • Finishing Move: A player-hunting Level 3 in which Sackboy's controls remain the same but the opponents can be killed instantly. During the victim's state of bubbles, they move slowly and have effectively nowhere to escape, as his Gripple Grapple (Up+Square) can touch the ceiling of any stage when used with a double jump. Some have called it the strongest Level 3 in the game for the amount of kills it can get, as players respawn while still stuck in the bubble-state.
  • For Happiness: Sackboy's main reason to enter the fight was to heal the PlayStation worlds with the power of creativity. Stephen Fry's ending narrations state that as long as people continue to create and share with others, Sackboy is at his happiest.
  • Fun Personified
  • Gender Bender: Sackboy's pre-order DLC costume is a Sackgirl, with a pink bonnet, blonde hair, white burlap skin, and eyes with long eyelashes.
  • Heroic Mime: The narrator from his series does all the talking instead.
  • Home Stage: The "Dreamscape" stage is based off of LittleBigPlanet levels… until it gets invaded by Buzz! and it becomes a platforming quiz show.
  • Idle Animation: Sackboy will roll himself into a ball and bounce or yawn briefly. Leave him crouching long enough and he'll decide to take a nap on the spot.
  • Jet Pack: An interesting form of mobility for him, the Jet Pack shows up in two of Sackboy's attacks (Forward + Triangle and Up + Triangle).
  • Kill It with Fire: His level 2 Super has him dropping hot coals on opponents.
  • Level Editor: He uses the level editor from his game to create new objects to help him. In his Level 2 Super, he can even drag and drop the hot coals wherever he would like.
  • Limit Break:
    • Level 1: Transforms into a Sackboy version of PaRappa, Nathan Drake, or Cole MacGrath, and dashes diagonally upwards.
    • Level 2: Summons some hot coals which can be dropped on opponents.
    • Level 3: Transforms all opponents into Prize Bubbles that can be popped. The bubbles that don't contain opponents release AP or an item when popped.
  • Long-Range Fighter: SuperBot has described him as a less aggressive but even more distance/keepaway-oriented fighter than Radec, having a fan which blows people and projectiles the other way, a number of traps, an escape-point, and a series of Painfully Slow Projectiles.
  • Nerf: The very first victim of this, to the surprise of many. Apparently SuperBot found him to be imbalanced at launch and were working on nerfing him since before the game's certification/shipment period.
  • Painfully Slow Projectile: His two main projectiles (Cakinator and Jam Session) are two of the slowest projectiles in the game, which in an odd way plays well into Sackboy's strategy, as it means they occupy a large space for longer. Should you wish, you can speed them up by sending them into the path of the Air Shooter.
  • Pintsized Powerhouse: He's a lot bigger than he is in his games (where he's so small he needs to use his entire hand to use a Playstation controller's analog sticks), but he's still a little guy.
  • Perpetual Smiler: Even when Heihachi launches him into space, Sackboy will always have a smile on his face.
  • Red Boxing Gloves: His Forward + Throw creates a spring-loaded one in mid-air to knock victims away.
  • The Rival: To Big Daddy.
  • Shock and Awe: The Electric Panel he leaves behind. It's in the name.
  • The Speechless: While Toro, Sir Dan, and Big Daddy are able to make some distinctive noises of their own, Sackboy doesn't say anything. Even when you select him, the game only gives you the sound of the Popit opening or closing, or the sound of spawning from a Checkpoint.
  • Springs, Springs Everywhere: He uses Bounce Pads as an attack to send opponents or projectiles away and he can leave one behind that's usable by the other players.
  • Suplex Finisher: His Grabinator attack (Forward + Square).
  • Trap Master: He has the most tricks for preventing approach of any character in the game.
  • Wrestler in All of Us: His Grabinator has him busting out German Suplexes. Fittingly, one of his DLC outfits is his Wrestler outfit.
  • Your Size May Vary: This even applies to any element from his world, such as the the Sackbot item, the Dreamscape stage, or the Negativitron's appearance in Paris.
  • Zipperiffic: He has a very prominent zipper. Lampshaded in his rival cutscene with Big Daddy where Little Sister proclaims that her Big Daddy should "unzip" Sackboy, and Sackboy notices his zipper and frowns.

    Sir Daniel Fortesque 
https://static.tvtropes.org/pmwiki/pub/images/avatar_sir_daniel_1_8928.png
A KNIGHT IN SEARCH OF HIS LEGEND

"..."

A coward whose celebration as a hero was unearned, Sir Daniel has been given a chance to redeem himself, proving in combat that he is worthy of his knighthood. He fights on behalf of his beloved homeland, Gallowmere, with his oath to protect her despite her citizens' somewhat waning interest in gallantry.


  • Anti-Air: Seems to be the intention with his Magic Bow (Up + Triangle) and Drumstick Toss (Up + Circle). The Bow travels fast and aims in a very clear diagonal-upward direction, while the Drumstick travels in a tall, slow-moving arc with a large hitbox and blast radius.
  • Audible Sharpness: When using his broadsword.
  • Boomerang Comeback: His axe is capable of this.
  • Bow and Sword in Accord: Among a ton of other weapons.
  • Cerebus Syndrome: A minor example. While he never totally ditches being goofy and clumsy, the stuff you unlock as you play him is a bit more serious. For example, the intro he starts with is him laughing and taking his skull off as if doffing a hat, but one he unlocks later is him drawing his sword, looking quite serious and determined. The Dragon Armor and Golden Armor are also a lot more intricate and heavy than his normal gear.
  • Charged Attack: Hero Sword Thrust (Forward + Square) can gain some range, an extra 10 AP, and can guard-break or eject roll.
  • Color Motif: The Attract Mode cinematic highlights the golden trim of his armor.
  • Composite Character: Though his appearance is based primarily on his appearance in MediEvil: Resurrection (which was a remake of the first game) and his Level 3 super is directly based on the same game, the gloves he wears and the Dan-Hand attack are taken from MediEvil 2, which takes place in the original continuity.
  • Dem Bones: He's a skeleton.
  • Detachment Combat/Helping Hands: He can remove his skull and place it on a zombie hand, which crawls towards opponents and stuns them for a crumple.
  • Eyes Are Unbreakable: His skin and organs have rotted, but he's still got his one good eye.
  • Excuse Plot: He's reawakened in his Arcade Mode to battle the threat of Polygon Man.
  • Expressive Mask: His own skull serves as one, as a result of having no intelligible dialogue.
  • Fake Ultimate Hero: In life, he told tall tales of his amazing deeds, and was hailed as a hero. He was knighted, and put in charge of defending Gallowmere against Zarok. He was the first to be killed.
  • Finishing Move: His creates an area around himself that lasts for 12 seconds, letting him take out opponents standing inside it for more than a few seconds, but this resets if they leave the death-zone.
  • Flanderization: He's mostly based off of his appearance in MediEvil: Resurrection, which was a remake of the first game, but more goofy and cartoony in terms of humor and animation. This iteration of Dan turns those up to eleven, as he's now got a noticeably bigger head, as well as goofier-looking movements and attacks. While his dialogue was only ever comprehensible in MediEvil 2, now he sounds like the Swedish Chef after a stroke.
  • Food Slap: The Drumstick Toss.
  • Golden Super Mode: His pre-order DLC outfit is his golden armor from MediEvil 2. It obviously doesn't provide any bonus here, but in the game from where it originates, it granted greater protection from damage.
  • Home Stage: The "Graveyard" DLC stage is based off of the one from his first game. The background eventually starts to get invaded by The Unfinished Swan.
  • Idle Animation: He has some of the longest (and funniest) idle animations on the roster. He can pop his head off and play hacky-sack with it, check his sword for sharpness before accidentally poking himself, run around in a circle, or dance the Charleston with his sword taking the place of the cane. If he has his Golden Shield out, he'll merely bang his sword across it, since it gets in the way of every one of these animations.
  • Improbable Weapon User: One of the weapons in his massive arsenal are big chicken drumsticks that he throws in an arc.
  • Knight in Shining Armor: In the attract trailer, he fends off Evil Cole in order to save Fat Princess, before being attacked by Radec.
  • Limit Break:
    • Level 1: Uses the Lightning Spell. It fires diagonally upward by default and can be aimed with the left control stick.
    • Level 2: Picks up a chalice, which unleashes three souls which home in on opponents for about 4 seconds before disappearing.
    • Level 3: He takes the Anubis Stone from MediEvil: Resurrection out of a treasure chest and holds it up. This generates a large energy field that kills enemies after a few seconds of being within it; the field also prevents enemies from attacking or dodging around as long as they're inside it, making it easier to keep them in range.
  • Luckily, My Shield Will Protect Me: His shield can block frontal attacks when it's out.
  • Magic Knight
  • Mighty Glacier: His attacks are slow, but hard-hitting, plus he's got some long range on him.
  • Multi-Melee Master
  • Nobody Calls Me "Chicken"!: Invoked in a taunt where he mockingly flaps his measly arms while clucking.
  • Playing with Fire: Can breath fire onto the ground using the Dragon Armor.
  • The Rival: To Colonel Radec.
  • Sequel Hook: His ending.
    Gargoyle: And while he hopes this will be his last time he is called back to duty... Deep in his... gallant heart, he knows this will not be his last adventure.
  • Shield Bash: Does this with his Daring Dash.
  • Shock and Awe: His Level 1 Super uses the Lightning Spell from MediEvil.
  • Simpleton Voice: Because Dan lacks a lower jaw, he talks by mumbling.
  • Sphere of Power: His Anubis Stone acts quite a bit like this.
  • Super Drowning Skills: Averted here.
  • Sword Plant: His final Battle Intro has him clutching his sword and uprooting it from the ground in a reverse of this trope.
  • The Unintelligible: Kind of. Since he's missing his jaw, he can only speak in semi-intelligible mumbles. However, while his in-game lines are barely understandable, his cut-scene lines, the few he has, are much easier to hear. It's presumably because of the subtitles, though.
  • Your Size May Vary: Compared to his home games, Sir Dan in All-Stars not only has a smaller body, but this also makes his small head appear larger.

    Spike 
https://static.tvtropes.org/pmwiki/pub/images/avatar_spike_1_678.png
TIME-TRAVELING SIMIAN SUBDUER

"No more monkey business!"

A young and energetic fourth-grader, Spike is accidentally sucked into a time machine by the hands of Specter, an ape granted uncanny intelligence through the use of an experimental cap. Spike embarks on a quest to stop Specter and his ape army, thwarting them using a variety of weapons, tools, and gadgets provided by his friend the Professor, including clubs, slingshots, an RC Satellite Laser, and Bananarang.


  • Adaptational Badass: Specifically, this version IS an Adaptational Badass, with Saru Get You: Million Monkeys apparently being the most action-oriented entry in the series.
  • Alien Invasion: The ending of his arcade play-through finishes with such an invasion. This leads pretty comfortably into the plot of Million Monkeys.
  • Always Accurate Attack: His Level 3 Super, in which he calls in a Kill Sat to wipe out everyone in play.
    • Awesome, but Impractical: Averted; his Supers are sometimes looked down upon as being hard to set-up or easy to whiff. His Level 3 offers him the sort of guaranteed kill he generally doesn't see. Combined with his massive AP-gain, it might genuinely be worth using (at least in more situations than with the other cinematic Supers).
  • And the Adventure Continues: One of his Victory Poses has him heading off to catch the next monkey.
  • Anime Hair
  • Anti-Air: His Slingback Shooter (Up + Triangle) is a straight example, but so is his aerial RC Satellite Laser, strangely enough. Players choosing to activate it before it hits the ground can create a sort of wall protecting Spike by ejecting approaching opponents.
  • Assist Character: Spike can use his Monkey Radar to call in a monkey to fight for him. Which exact monkey depends on how long the attack is held down for, indicated by which color the radar is glowing. SuperBot justifies this by the radar just happening to locate a nearby monkey every time, with the Radar's color indicating just which monkey will appear.
  • Battle Boomerang/Precision-Guided Boomerang: The Bananarang, which can only be stopped by platforms.
  • Battle Intro: One intro has him running into the screen from the side, looking as if he's still on the look-out for monkeys, another has him swinging his stun-club impressively, while his final intro is him landing from the air and raising his fist.
  • Brats with Slingshots
  • Bring It: One taunt (called "Neener neener") has him childishly waving his hands/fingers at the sides of his head.
    "I'm still better than you!"
  • Charged Attack: He has quite a few (nearly all his attacks in fact). The aerial and ground Stun Club Dash can each gain guard-breaking properties and extra knock-back and knock-down qualities respectively, the Slingback Shooter gets some small launching ability along with added AP, and the Magic Punch will guard-break and stun opponents on full charge, leaving them in a dizzied-state (though Magic Punch is one of the few moves in the game to lower AP-gain on charge).
  • Color Motif: The Attract Mode cinematic spotlights the red of his jacket.
  • Composite Character:
    • He's got his appearance from Million Monkeys, but he uses weapons from throughout the series, such as the Magic Punch from the first one and the Bananarang from the second.
    • His unlockable alt combines parts of outfits he's worn throughout the series. He has his sunglasses from Million Monkeys, his shirt from the original Ape Escape, and he's wearing a long-sleeve black shirt underneath like he did in Pumped & Primed.
  • Dash Attack: His Stun Club Dash (Forward + Square). It travels a good distance, gains a nice 30 AP, and at full charge, it can guard-break.
  • Determined Expression: His default Battle Intro has a monkey drop down on his head, with Spike glaring at it with an accompanying sound effect.
  • Dual Wielding: Performed with Stun Clubs.
  • Dub Name Change: Naturally, he's called "Kakeru" in the Japanese version.
  • Entertainingly Wrong: He thinks the other fighters are working with Specter, PaRappa included. As anyone can tell you, he's wrong. Maybe all those monkey chases have gotten to him.
  • Excuse Plot: In his Arcade Mode, he mistakes the appearance of the All-Stars for a Specter plot.
  • Finishing Move: A cinematic.
  • Glacier Waif: Despite his small size, most of his attacks are extremely slow but provide a lot of AP on hit.
  • Glass Cannon: His moves tend to be heavily telegraphed and are easily punished on whiff. He isn't the tallest or the smallest combatant around, giving him the advantages of neither. Despite this, move-for-move he has the best AP-Gain of anyone — averaging 20 AP for most of his arsenal and at least 5 of his attacks netting 30 or potentially reaching 40-50 AP (his easily mashed Square combo and Pipotron G to be exact). And those Charged Attacks when they land are nothing to sneeze at either. All this combined with his relatively simple-but-effective combo-repertoire and he can potentially dominate if he focuses his offense properly.
  • Ground Pound: The Aerial Giant Smash.
  • Home-Run Hitter: His side + throw has him toss the enemy up before bashing them with his Stun Club like a baseball. Being a side throw, it sends them pretty far.
  • Home Stage: The "Secret Lab", as seen in the first Ape Escape. A few creatures from other games make cameos but the lab is destroyed when a Satan Chimera from Resistance eventually shows up.
  • Idle Animation: He frequently can be seen cautiously looking around for monkeys.
  • Improbable Weapon User: Among his arsenal is a spring-loaded boxing glove, a slingshot, and a hula-hoop.
  • Item Get!
    "A new gadget!"
    "I can use this gadget."
    "Alright!"
    "Mine!"
    "Wow! This is great!"
    "Yes!"
  • Kid Hero: He's the youngest human character, and is treated as such.
  • Kill Sat: Spike's Level 3 Super.
  • Let's Get Dangerous!: A certain respawn quote if he's losing too often.
    "No more Mr. Nice Spike."
  • Limit Break
    • Level 1: Pulls out his net and catches whoever is standing in front of him.
    • Level 2: Slashes through the air with his Stun Club, creating a shockwave that moves horizontally across the screen.
    • Level 3: Pulls out a satellite laser and obliterates everyone on screen.
  • Meteor Move: His up + throw has him send the victim airborne before rushing into the air to bash them back down with his Stun Clubs.
  • Pre-Asskicking One-Liner
    "Gotcha!" (activating his Level 1)
    "This is true power!" (activating his Level 2)
    "Time to bring in the big gun!" (activating his Level 3)
  • Red Boxing Gloves: The Magic Punch.
  • The Rival: To PaRappa.
  • Signature Move: His trusty Monkey Net.
  • Sword Beam: His Level 2 Super "Sword Frenzy" works like this, firing in a straight direction.
  • Trash Talk
    "This is a piece of cake compared to Specter!" (said when getting a kill)
    "Easier than capturing Monkeys!" (said when getting a kill)
    "You're through!" (said when getting a kill)
  • Vocal Dissonance: In the English dub, he gets a notably mature voice that, despite being only 13 years old, makes him sound a lot older, around 20 years old.
    • In the Japanese and French dubs, he gets a childish voice that totally contrasts his mature English voice, that naturally makes him sound younger than he actually is.
    • Probably the only voice that fits him well is his LatAm dub, that gives him an appropiate voice that sounds according to his age.

Assist Character: The Pipo Monkeys

  • Appears on: PS 1, PS2, PS3, PSP, PSN
  • Utility: Standard Attack (Down + Circle)
  • Role: Melee, trapping and heavy melee
  • Fun Size: A single monkey can act as a Minion, and they probably look the most normal of the lot despite the shift in proportion (they're quite familiar with being chibified).
  • Maniac Monkeys: You'd probably think the same thing too about monkeys like these.
  • Mascot Mook: Despite technically being antagonists, you know that they had to make an appearance outside a stage somewhere.
  • Smoke Out: The monkeys appear and disappear in this fashion without explanation, much like how Fat Princess's soldiers are summoned.

Blue Radar: This occurs when the attack is held for less than a second.

  • Combat Pragmatist: This particular monkey also makes an appearance in Spike's down + throw, where it waits behind the victim to trip them up after Spike pushes them.
  • Color-Coded Characters: Most Pipo monkeys are defined by what color pants they're wearing. This particular monkey is themed around red and is primarily known for being a close-combat monkey.
  • Good Old Fisticuffs: Subverted, despite the boxing gloves. The Red Pipo just shoulder checks those in his way.
  • Red Boxing Gloves: What these monkeys are known for wearing.
  • Shoryuken: The Red Pipo actually delivers one when the attack is used in the air, and it has an unusually curve (the monkey almost looks like it's sailing through the air).
Green Radar: This occurs when the attack is held for a little over a second.
  • Banana Peel: The same boxing glove-monkey monkey will throw one immediately in front of Spike or throw three of them if used in the air.
Red Radar: This occurs when the attack is held just under two seconds and instead summons Pipotron G, a massive white gorilla.
  • Ground Punch: Used from the air, Pipotron G slams his massive palms upon the ground along with anyone unfortunate enough to be standing on that ground.
  • Killer Gorilla: Pipotron G probably looks like this to enemies.
  • Megaton Punch: He delivers a series of them.
  • Unblockable Attack: His Level 3 super can not be blocked.

    Toro Inoue 
https://static.tvtropes.org/pmwiki/pub/images/avatar_toro_inoue_1_3216.png
THE CAT WHO WOULD BE HUMAN

"Nya?"

Adopted by a kindly sushi store owner, this once-abandoned cat is on a quest to become more human. Toro has the ability to assume any of a variety of roles instantly, adapting as the situation requires. An unabashed fan of games, Toro is thrilled to finally meet so many of his heroes.


Assist Character: Kuro

  • Voiced by: n/a (more sarcastic Animal Talk)
  • Appears on: PS2, PS3, PSN, PSP, PSV
  • Debut: 2004, September 2
  • Utility: Level 1 Super
  • Role: Causes a frontal charge

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