Character Selection Verified guide

Choose a Main You Will Actually Learn

Compare every launch character by game plan and execution burden, then build the first team around the fighter whose decisions make sense to you.

Start with interest, then verify fit. Early tier lists change quickly. A character whose movement and decisions feel clear will teach you more than a stronger pick you do not want to practice.

Quick picks by the game you want to play

Easier first points

Direct plans and transferable fundamentals.

Close-range pressure

Win an approach, then keep the opponent guessing.

Screen control

Projectiles, traps, long buttons, or prepared lanes.

Flexible all-rounders

Change plans without changing characters.

Technical resource play

Track states, stocks, installs, or setup objects.

These are learning-path suggestions, not a strength ranking. For example, Hulk is listed as an easier first point because his armor and damage plan are direct—not because every matchup is easy. Danger and Green Goblin appear under technical resource play because their best decisions depend on prepared objects and screen state.

All 20 launch characters at a glance

01Advanced

Storm

Flight mix-up and screen control

Storm combines forward-moving medium attacks, airborne control, and Tempest wind effects to carry opponents toward the wall and create high-low or left-right pressure.

Open video-sourced guide →
02Intermediate

Magik

Portal mix-up all-rounder

Magik is a flexible sword fighter with strong mid-range buttons, projectile coverage, and Dark Portal routes that create real left-right pressure after a knockdown.

Open video-sourced guide →
03Beginner

Wolverine

Berserker rushdown

Wolverine is a direct close-range bully built around earning the Berserker buff, spending it on an enhanced Unique mix-up, and routing the next combo back into Berserker.

Open video-sourced guide →
04Advanced

Danger

Calibrate bullet-hell zoner

Danger places Calibrate satellites, then routes Holobeam, Holoseeker, or Translocation through them to attack from unusual angles and transition from zoning into covered mix-up.

Open video-sourced guide →
05Intermediate

Spider-Man

Mobile close-range pressure

Spider-Man is a well-rounded pressure fighter whose short grounded reach is offset by multi-angle Web Zip movement, projectiles, and strong high-low pressure. He becomes much safer and more consistent when an assist covers his approach.

Open video-sourced guide →
06Beginner

Ms. Marvel

Long-range fundamentals and mix-up

Ms. Marvel controls mid-range space with unusually large normals and elastic attacks, then converts respect into an overhead, command grab, or repeated Elasti-Grab combo structure.

Open video-sourced guide →
07Beginner

Star-Lord

Elemental all-rounder

Star-Lord is a straightforward all-rounder with a strong projectile, practical lows and overheads, four Element Blast variants, and flexible air movement that works with the game's universal combo structure.

Open video-sourced guide →
08Beginner

Peni Parker

Gadget control and accessible confirms

Peni Parker controls the battlefield with far-reaching normals and randomized Gadget Launcher support, while strong anti-air coverage and reliable auto-combo routes make her approachable.

Open video-sourced guide →
09Beginner

Captain America

Fundamentals-focused all-rounder

Captain America is a flexible starting character with solid normals, reusable shield control, defensive Shield Guard, and a direct overhead-low mix-up once the opponent respects his approach.

Open video-sourced guide →
10Advanced

Iron Man

Flight zoner and aerial pressure

Iron Man combines Unibeam and Smart Missiles with Multi-Dash and Free Flight. His core strength is canceling projectile coverage into unusual air movement, then converting the opponent's hesitation into pressure.

Open video-sourced guide →
11Beginner

Hulk

Armored power brawler

Hulk uses armored Skills and high-damage wall routes to punish hesitation. Gamma Spark builds toward Gamma Rage, which improves his armor coverage and upgrades the reward from key Supers and Ultimates.

Open video-sourced guide →
12Intermediate

Black Panther

Agile stance rushdown

Black Panther uses Bast's Blessing movement, fast air approaches, and Predator Arts high-low branches to slip around projectiles and turn one opening into strong wall carry.

Open video-sourced guide →
13Advanced

Doctor Doom

Counter-zoning and set-play

Doctor Doom combines projectile-nullifying defense, broad laser coverage, and an unusual step dash that creates ambiguous assist-backed side switches. He can zone, defeat opposing zoning, or hand a prepared laser to the next teammate.

Open video-sourced guide →
14Advanced

Magneto

Resource setup and aerial control

Magneto creates debris, applies Magnetize, and then spends those states to enhance Skills. Multi-direction air dashes and Free Flight let him reposition while his projectiles reshape the screen.

Open video-sourced guide →
15Advanced

Green Goblin

Trap zoner and glider mobility

Green Goblin layers Razor Bats, multiple Pumpkin Bomb effects, and Glider movement to make the opponent navigate a prepared screen. His basic auto-combos are accessible, but controlling the full kit takes practice.

Open video-sourced guide →
16Intermediate

Carnage

Necrosis setup and long-range pressure

Carnage applies Necrosis, confirms a Skill, then detonates Parasite Bomb to extend pressure or combos. His long limbs control mid-range, but their extended hurtboxes can be challenged by patient zoning and whiff punishes.

Open video-sourced guide →
17Intermediate

Ghost Rider

Long-range brawler with heat management

Ghost Rider dominates mid-range with huge chain normals. Fire attacks raise the Vengeance Gauge and become stronger in later zones, while chain-based actions lower it before Overheat leaves him vulnerable.

Open video-sourced guide →
18Intermediate

Blade

Long-range neutral and consistent conversion

Blade threatens nearly every range with long normals, Bullet Barrage, and Heart Stopper. He lacks a built-in high-low mix-up, but converts stray hits into reliable carry without depending heavily on meter or assists.

Open video-sourced guide →
19Intermediate

Loki

Feint zoner and illusion set-play

Loki controls space with freeze projectiles and Norn Stone traps, then cancels or feints Skills to punish the opponent's expected answer. His best offense is built on conditioning rather than a single automatic mix-up.

Open video-sourced guide →
20Advanced

Deadpool

Self-damage resource technician

Deadpool converts recoverable gray health into alternate medium Skills, rotates grenade effects, and can spend real health on Roman Cancel extensions. His flexibility is high, but so is the amount of state tracking required.

Open video-sourced guide →

Check the team slot before committing

A favorite character does not need to perform every job. After choosing the first point, inspect the calls supplied by the other three team positions:

  • Add a shooting assist when the point needs help crossing horizontal space.
  • Add a vertical assist when jumps or flight repeatedly escape the point’s buttons.
  • Choose the assault assist for the unique problem it solves—lockdown, tracking, armor, trap, vacuum, or another character-specific effect.
  • Check the second slot’s air assist when the point spends much of neutral above normal jump height.

The match begins with only the leader and first support available. That makes the opening two-character shell more important than a theoretical four-character combo that requires every wall transition first.

A 15-minute main-character trial

  1. Move for two minutes without attacking: dash, retreat, jump, air dash, and use the character-specific movement.
  2. Find one Medium-range starter, down-Heavy anti-air, projectile or approach tool, and safe blockstring ender.
  3. Complete the universal wall route five times.
  4. Read the character’s Unique mechanic and perform its basic resource or setup loop.
  5. Play one short set using only that plan. Keep the character if the decisions remain interesting even when the set is difficult.

Repeat with two or three candidates, not all 20 in one sitting. Once one leader feels stable, use the team-building guide to choose support roles and the 30-minute routine to turn the pick into match habits.

Video sources and verification

Every card is also linked to a character page with its own creator guide, official showcase, version caveat, key tools, and starter game plan. The data set currently contains 20 video-sourced character summaries.