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PlayStation All-Stars Battle Royale
2D Platformer Gameplay
SuperBot Entertainment (Sony)
Tags
battle_royale
crossover
hazards
platforming
Holosseum Series

Fighter Movelists

Cole MacGrath
Body Toss
Throw Moves
Cole grabs the opponent with his Amp and swings around them, using the momentum to fling them across the arena.
Amp Slam
Throw Moves
Cole steps up off of his opponent into the air, then comes back down with a turning Amp attack.
Amp Launch
Throw Moves
Cole slides under his opponent, launching them up, then hits them further upward with his Amp.
Lightning Bolts
Basic Moves
Cole flings bolts of electricity. If Cole gets five hits in a row (either by holding the button or mashing), he gains a large amount of Super Meter and the opponent is launched slightly upward.
(air)
Frost Shield
Basic Moves
Cole puts up a shield of chilling energy that absorbs projectiles into his super meter.
(air)
Static Thrusters
Basic Moves
Cole uses tiny charges of electricity from his hands to slow his descent.
Lightning Bolts
Basic Moves Wall Hang >>
Cole flings bolts of electricity. If Cole gets five hits in a row (either by holding the button or mashing), he gains a large amount of Super Meter and the opponent is launched slightly upward.
Lightning Tether
Special Moves
Cole lashes forward with a whip of electricity, and pulls himself toward any solid object or being it encounters (including opponents, who are also damaged).
Grind
Special Moves
Cole uses his electric powers to propel himself forward quickly.
GigaWatt Blades Combo
Basic Moves Grind >>
Cole comes out of his dash swinging lighting punch daggers. Can be jump-canceled.
Leaping Shoulder Tackle
Basic Moves Grind >>
Cole lifts out of his dash for a jumping body check.
Stop
Basic Moves Grind >>
Cole screeches to a halt.
Sticky Grenade
Special Moves
Cole lobs a ball of electricity that sticks to any surface or player it hits. After a couple of seconds, it detonates.
(air)
Thunder Drop
Special Moves
Cole leaps up and comes back down to strike with electricity.
(air)
Alpha Blast
Special Moves
Cole throws a fast-moving shockwave of energy that knocks foes back. Is thrown diagonally while in the air.
(air)
Ice Barrier
Special Moves
Cole conjures a large spiky glacier that damages foes.
(air)
Amp Explosion
Special Moves
Cole holds his Amp above him, causing a small detonation from it.
(air)
Redirect Rocket
Special Moves
Cole fires a ball of electricity upward, which continues to slowly drift in that direction, damaging enemies on contact. If an opponent is hit by Lightning Bolts while the Redirect Rocket is still in play, the Rocket immediately makes a beeline for that enemy.
(air)
Ice Launch
Special Moves
Cole propels himself upward with a glacier. If done in the air, it's an ice stalactite that drops downward to strike foes while he goes upward.
(air)
Human Bullet
Super Moves
[Level 1]
Cole lifts an opponent into the air with his electric powers, then hurdles them forward. The actual throw can be delayed by holding the button. Cole can score a Double/Triple Kill if the victim is flung into other players.
Ionic Freeze
Super Moves
[Level 2]
Cole covers all ground in front of him with ice spikes. The spikes can even travel down or up small ledges and gaps.
Electric Tornado
Super Moves
[Level 3]
Cole leaps up to the foreground while the player controls a giant electric whirlwind with various objects stuck in it. Opponents that are sucked into the tornado are flung about a bit within the wind before being destroyed. Cole ends the move with a giant blast of lightning.

Sackboy
Boxing Glove Sticker Surprise
Throw Moves
Sackboy grabs his foe, then a boxing glove sticker appears behind him. He jumps out of the way just in time for the glove to pound the opponent.
Anvil Sticker Surprise
Throw Moves
Sackboy grabs his opponent and a giant anvil sticker appears above them; he moves out of the way and it drops on the foe.
Spiderweb Sticker Surprise
Throw Moves
Sackboy grabs the foe and tosses them up into a spider web sticker, where they are momentarily stuck.
Spinning Slap
Basic Moves
Turning slap attack.
Slap Happy
Basic Moves
Sack power makes his pimp hand strong.
Jam Session
Basic Moves
Sackboy spikes forward a gooey ball of jam, which bounces a few times, splattering and damaging a foe if it contacts him or her.
(air)
Slap Chop
String Move
You're gonna love my nuts!
Grabinator Grab
Special Moves
Sackboy grabs and lifts the opponent, then falls backwards, dropping them and causing a small shockwave that damages other nearby foes.
(air)
Jetpack Corkscrew
Special Moves
Strapping on a jetpack, Sackboy flies toward the enemy. Charging increases distance and damage.
(air)
Bounce Pad Shield
Special Moves
Sackboy holds up what looks like a mattress. If a foe runs into it, they are knocked backward.
(air)
Checkpoint Anchor
Special Moves
Sackboy lays a checkpoint at his position.
(air)
Gripple Grapple
Special Moves
Sackboy fires a grappling gun upward, grabbing anything in its path - whether a platform or a foe, and rockets up to meet it, damaging foes in the line of fire.
(air)
Jetpack Jump
Special Moves
Sackboy straps on a jetpack and rockets upward.
(air)
Costume Clash
Super Moves
[Level 1]
Sackboy changes into one of three costumes based on other characters (PaRappa, Nathan, or Cole) and attacks whilst traveling upward.
Coal Catastrophe
Super Moves
[Level 2]
Sackboy summons a bunch of large, flaming coals.
Prize Bubble Bonus
Super Moves
[Level 3]
Many bubbles appear around the stage, holding AP and items. Each of Sackboy's opponent's is also encased in a bubble, who is defeated when he touches them.

Toro
Kuro is so mean >.<
Super Moves
[Level 1]
Kuro appears and dropkicks Toro, sending him flying into opponents.
Toro makes a wish o_O
Super Moves
[Level 2]
A falling star targets one of Toro's opponents.
Toro's dream comes true ^o^
Super Moves
[Level 3]
As Oni Toro, he performs a Shungokusatsu parody using a kanabo.