Cole MacGrath
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Throw Moves
Cole grabs the opponent with his Amp and swings around them, using the momentum to fling them across the arena.
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Throw Moves
Cole steps up off of his opponent into the air, then comes back down with a turning Amp attack.
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Throw Moves
Cole slides under his opponent, launching them up, then hits them further upward with his Amp.
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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.
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Basic Moves
Cole puts up a shield of chilling energy that absorbs projectiles into his super meter.
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Basic Moves
Cole uses tiny charges of electricity from his hands to slow his descent.
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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.
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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).
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Special Moves
Cole uses his electric powers to propel himself forward quickly.
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Basic Moves
Cole comes out of his dash swinging lighting punch daggers. Can be jump-canceled.
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Basic Moves
Cole lifts out of his dash for a jumping body check.
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Special Moves
Cole lobs a ball of electricity that sticks to any surface or player it hits. After a couple of seconds, it detonates.
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Special Moves
Cole leaps up and comes back down to strike with electricity.
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Special Moves
Cole throws a fast-moving shockwave of energy that knocks foes back. Is thrown diagonally while in the air.
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Special Moves
Cole conjures a large spiky glacier that damages foes.
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Special Moves
Cole holds his Amp above him, causing a small detonation from it.
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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.
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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.
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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.
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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.
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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.
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Sackboy
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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.
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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.
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Throw Moves
Sackboy grabs the foe and tosses them up into a spider web sticker, where they are momentarily stuck.
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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.
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Special Moves
Sackboy grabs and lifts the opponent, then falls backwards, dropping them and causing a small shockwave that damages other nearby foes.
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Special Moves
Strapping on a jetpack, Sackboy flies toward the enemy. Charging increases distance and damage.
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Special Moves
Sackboy holds up what looks like a mattress. If a foe runs into it, they are knocked backward.
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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.
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Super Moves [Level 1]
Sackboy changes into one of three costumes based on other characters (PaRappa, Nathan, or Cole) and attacks whilst traveling upward.
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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.
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Toro
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